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9
HunterT posted a message on •♦♣☺☻ [1.4.7 DiamCraft - The #1 Minecraft Faction Server [Auctions][300 Slots][AntiVClip] •♦♣☺☻Posted in: PC Servers
Welcome to the world of DiamCraft!
DiamCraft was first started back in january of 2012 and has since then become very popular among the Minecraft community. DiamCraft offers our players a fair, fun, safe, and lag free environment. DiamCraft has many plugins for your entertainment, and safety such as Mcmmo, Disguise, AntiVClip, NoCheatPlus and many more!
Connect: play.diamcraft.com
Why should you join DiamCraft?
We have great support. You can E-Mail, /helpop in game, or post on the Forum.
We reward good behavior, we don't put up with Hackers/Cheaters/Profanity.
We reward our top Voters of the month.
We certainly reward our Donators. (We don't OP our donators)
DiamCraft is run by mature, professional, adults. Please feel free to contact us at [email protected]
Rules:
http://diamcraft.com/rules.html
Connect: play.diamcraft.com -
200
kairus101 posted a message on [Open] Rotating Forum Avatar Head RequestsNEWLY REOPENED!Posted in: Art Shops
I re-made my program, now with has 20% more 3D and handles transparency, for a new look and feel!
This thread is now the most replied to thread in this section! Thanks guys!
To make an avatar request, simply reply to this topic with your CASE-SENSITIVE MINECRAFT username or a link to a .png file, like so:
kairus101
I am creating animated .gif files for use as forum avatars! Supplied with your username, I will create an animation of your head rotating, like so:
I require a skin to do this, either one that is uploaded to your Minecraft.net account or posted here as part of the request. I will NOT make heads if you say "white guy, black hair" or anything like it, there MUST be a skin for me to work with.
CUSTOM/ADVANCED REQUESTS:
No, I don't do them.
BANNER:
[url="http://www.minecraftforum.net/topic/1162530-taking-reqs-rotating-forum-avatar-head-requests-open/"][img]http://i.imgur.com/G0Lk2.gif[/img][/url]
If you like my work and you'd like to offer monetary support in any amount, you can use this paypal button. Anything and everything is much appreciated!
or give me a
Wall of donors:
Guy B
[represent] -
109
TheEnlightened posted a message on The Enlightened Link Directory [Last Updated: 1/8/12]This forum page is officially dead:Posted in: Mods Discussion- If you want to see the contents of the original post, click here.
- If you want the TMI patch for 1.0.0 and earlier, goto the orginal post - visual bugs are common.
- If you are a new age person, try NEI instead of TMI. Make sure to get the RedPower Subset!
-
41
TheEnlightened posted a message on The Enlightened Link Directory [Last Updated: 1/8/12]Posted in: Mods Discussion
Original Post:
Table of Contents:
- News
- Minecraft Forge and HD Textures
- Redpower2 &
TMINEI - Common Problems While Modding
- My Mod list
News:
>>-->>11/13 Added new mod to "My Mod List" section called "Beer Mod"
>>-->>11/11 Added New mod to "My Mod List" section called "Iron Chests," also added "goto buttom" button at top of post to avoid wearing out my scroll wheel, and made first entry into "Old News" subsection
>>-->>11/4 Added "Reporting Errors to Mod Creators," section and a new FAQ
>>-->>11/1 Updated "My mod list," added more info to "Common Problems and Solutions," section is lacking info, suggestions?
Old News:
>>-->>10/31 Added "Retreiving an Error Report" section
>>-->>10/30 Added "Common Problems and Solutions"section
MinecraftForge and HD Textures:Method 1: Install mods that need to go into the jar with MCPatcher
Method 2: Use the recently forge-compatible version of Optifine
***NOTE: Use Method 1 OR Method 2 NOT both.***
Redpower2 and TMITMI:NEI
...but if your retro, links are below.
Downloads:
Installation:
- Install TMI in jar
- Install patch in jar - go to your .minecraft folder and delete tmiconfig.txt if it already exists
- Run Minecraft once
- Close minecraft, edit tmiconfig.txt found in the .minecraft folder using the line below instead of the one found in the config file:
damageValuesSearched:16700
(higher values may be needed/required for future versions.)
***NOTE: I will be updating this post in the future if a new patch is needed and someone makes a patch!***
***Disclaimer: This is not my patch [its tau534's], original post can be found here.***
Common Problems and Solutions[/anchor]
FAQs:
***NOTE: Assumes you know to retrieve an error report. If you don't know how to retrieve an error report, click here. ***
Q.)I get a black screen, what does this mean?
A.)Black screens mean there is an error and an error report is needed to see what the issue is, you can learn how to retrieve one here
Q). How do I read an error report?
A). Look at the main line - highlighted in the example below - this will most likely tell you your error
Mods loaded: 1Q). In the example the error report doesn't tell me whats wrong! What am i supposed to do now?
ModLoader Beta 1.8.1
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT fdba4e39 --------
Generated 10/23/11 2:28 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot? 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4250 version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoSuchMethodError: ki.a(IZZLjava/lang/Class;)V
at RedPowerCore.registerPackets(RedPowerCore.java:46)
at RedPowerCore.initialize(RedPowerCore.java:95)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:32)
at mod_RedPowerCore.ModsLoaded(mod_RedPowerCore.java:17)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5a495592 ----------
A). As I said error reports will most likely tell you there issue in the highlighted line, weather that be a missing prerequisite or a id conflict, this would be a case where you should post your issue on the forum.
Retrieving an Error Report:For All users: Download MCPatcher, Start it up, and click the test minecraft button, Reproduce the error if required
For Windows Users ONLY: Download GetError.bat and run it. This will Generate an Error Report that you can read, or if further assistance is required, post on the forum.
***NOTE: All credits for this patch goto "BlacKnight339," who gave me permission to use it here, there is a copy of the original post below as well.***
***DISCLAIMER: This program can also be found in the Zombe's Modpack download[for those of you prefer a more known source].***Quote from BlacKnight339
Firstly, that's not even Tanzanite's GetError.bat. It's mine. Secondly, sure, as long as you give me credit for it. However, you might want to use this one instead.
Reporting Errors to Mod Creaters:Error Reports are general long, so they take up lots of space. Taking up large amounts of space generally annoys people, as well as mod creaters(MCs). Some MCs even take the radical stance that if you don't post a error report right they won't help you. MCs generally get flooded with error reports usually over the most simple of problems. Posting an error report in the right format only takes about 3 seconds. I found a good example quote, below that I show the raw paste data so you can see how to format your post.
Quote:
Quote from Example »
I get this error, please help me:
Mods loaded: 2 ModLoader Beta 1.8.1 mod_RedPowerCore 1.7.1 Minecraft has crashed! ---------------------- Minecraft has stopped running because it encountered a problem. If you wish to report this, please copy this entire text and email it to [email protected]. Please include a description of what you did when the error occured. --- BEGIN ERROR REPORT 76b4afbc -------- Generated 24.10.11 21:46 Minecraft: Minecraft Beta 1.8.1 OS: Windows 7 (amd64) version 6.1 Java: 1.6.0_25, Sun Microsystems Inc. VM: Java HotSpot? 64-Bit Server VM (mixed mode), Sun Microsystems Inc. LWJGL: 2.4.2 OpenGL: ATI Mobility Radeon HD 4250 version 3.2.9712 Compatibility Profile Context, ATI Technologies Inc. java.lang.NoSuchMethodError: ki.a(IZZLjava/lang/Class;)V at RedPowerCore.registerPackets(RedPowerCore.java:46) at RedPowerCore.initialize(RedPowerCore.java:95) at mod_RedPowerCore.initialize(mod_RedPowerCore.java:32) at mod_RedPowerCore.ModsLoaded(mod_RedPowerCore.java:17) at ModLoader.init(ModLoader.java:832) at ModLoader.AddAllRenderers(ModLoader.java:186) at aam.<init>(aam.java:61) at aam.<clinit>(aam.java:10) at net.minecraft.client.Minecraft.a(SourceFile:259) at net.minecraft.client.Minecraft.run(SourceFile:629) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 35dfb51 ----------
Raw Paste Data:
I get this error, please help me:
__CODEBOX_1__
So you see its really simple to post up right, you don't even have to know what your doing, just copy the raw paste data and put your error there instead of this generative. Please be reminded you should read your error report first, in the highlighted line(from question 2) before posting on the forum, to make sure you can't solve it yourself
My Mod List:***NOTE: Mods are in no particular order.***
Mods:- ToggleBlocks................................[forum post]
- InvTweaks...................................[forum post]
- RedPower....................................[forum post]
- SecretSwitches............................[forum post]
- TooManyItems.............................[forum post]
- BuildCraft.....................................[forum post]
- Additional Pipes....................[forum post]
- Bucket Filler..........................[forum post]
- WorldEditCUI...............................[forum post]
- SinglePlayerCommands...............[forum post]
- Sign Edit......................................[forum post]
- Improved Chat............................[forum post]
- CraftGuide...................................[forum post]
- Auto Farmer.................................[forum post]
- More Stackables..........................[forum post]
- Shelf.............................................[forum post]
- Sign Tags.....................................[forum post]
- Optifine........................................[forum post]
- Zombe's Modpack........................[forum post]
- Zombe's Forge Patch...........[forum post]
- Modloader...................................[forum post]
- ModloaderMP..............................[forum post]
- Minecraft Forge...........................[forum post]
-
3
Pencilshavings5 posted a message on block of nether quartzDinnerbone already said he would add one.Posted in: Suggestions -
1
Mulan15262 posted a message on A ball and the uses of itI support this idea if the ball is a cube.Posted in: Suggestions -
7
Melkior_Wiseman posted a message on Don't damage anvils, damage hammersWhile I realise that MC isn't reality and isn't supposed to be exactly like reality, the fact that the anvil becomes damaged with use manages to push my "that's silly" meter over the red line.Posted in: Suggestions
The reason is that anvils generally don't wear out in reality. I remember a line from a nonfiction book, where the writer states that he asked an old blacksmith once how many anvils he'd been through in his career. The reply was "just the one - it's the anvil which wears out the hammers".
Would it be reasonable to allow the player to craft a hammer which must be used on the anvil to produce the output item? The hammer would then wear out instead of the anvil, possibly wearing out a little faster than the anvil to compensate for using less materials to make a hammer.
Hammer making recipe:
The hammer could even be crafted from different materials for different durabilities, just like all other tools. For example, a diamond hammer could have the same (or better) durability as the current anvil.
Diamond Hammer:
Edit: Removed suggestion for wood hammers.
Edit: You'd put the items into the anvil and (if desired) enter the new name, then close the anvil and strike it with the hammer until sparks fly (to signify crafting is done), then open the anvil and remove the resultant item. Alternatively, the anvil could have a third item slot for the hammer, but I like the idea of the player actually swinging the hammer and striking the anvil. :-)
Edit: My preference would be to only allow iron and diamond hammers because wood and stone are too easy to get.
Your thoughts are solicited. Good idea? Bad idea (why)? Good with modifications (what)? -
5
ZachIsSoAwesomlyAnazing posted a message on Tides: A Simple, Practical IdeaPersonally, I like realism. It's always bothered me that gravity and such don't exist in Minecraft frequently. And this idea has been bothering me for a long time, but I really like it.Posted in: Suggestions
I'm sure all of you in the comments will say this is useless, but I think it has fun possibilities with moats and such, and also could add some excitement to the weather. My idea is tides.
1. Tides would be a simple addition, (Maybe 1-2 blocks deeper water) in Minecraft. This would make boating, and island discovering more fun. Some islands are very small, and would only be shown with these tides. You could also make a secret base that is covered by the tides during the day. Even with a simple change, this could add a lot of simple fun to the game
2. Since the moon has phases in Minecraft, and in real life, (duh) we can obviously work off of the moon. Since the moon in real life effects tides, (http://wiki.answers....39;s_tide_level) we could have the phases of the moon effect tide levels (ex, at Full Moon, tides vary by up to 4 feet).
3. (WARNING: Boring Personal Story) Since I've been young, I've liked building moats at the beach and watching the moats will. Say you like building Minecraft cities by water. Well now, you could have a raging, receding, changing environment. You could have a pier where your boats actually sink, and bob up and down. You could have a fully operating sewer system. The possibilities are endless.
4. What if, when it rains, the games programming just mentally adds an extra block of tide? It would make storms do something, which people have been clamoring for, and this is simple.
This is about it, and I had no programming or designing amazing screenshots for Minecraft like you do. If you like this idea, give me a heads up.
TY for Reading! -
141
Voyager_John posted a message on Enchanting System Redone! Now with Sharpness VII! (8/18)Enchanting AssistingPosted in: Suggestions
There would be a new slot when enchanting. Items would be placed here and would benefit a certain enchantments chances or anything similar.
For specific enchantments the weight of the enchantment would be increased. This doesn't guarantee enchantments. In [x] is what the weight increase could be to give you an idea. So you would still need to be at the right level but you would have a better chance to get what your looking for. This could also add special enchantments that would have a weight of 0 unless paried with the specific item. Some items could make sure you won't get some enchantments too.
Examples of items
Feather = feather falling [5]
Blaze Powder = knockback [3] and punch [3]
Fire Charge = fire protection [5], flame [3], and fire aspect [3]
Coal = fire protection [3], flame [1], and fire aspect [1]
Flint = power [5] and sharpness [5]
Clay = unbreaking [3] and protection [5]
Gunpowder = blast protection [5]
Bone = smite [5]
Spider Eye = bane of arthropods [5]
Gold Nugget = looting [3]
Gold Ingot = looting [5]
Sugar = silk touch [3]
Glowstone = infinity [3]
Redstone = efficiency [3] and aqua affinity [5]
Ink Sac = respiration [5]
Snowball = projectile protection [3]
Arrow = projectile protectoin [5]
Flower = can't get smite or bane of arthropods
Slimeball = can't get knockback and punch
Sugar Cane = can't get fire protection, flame and fire aspect
Book = item enchantibilty increased [5]
Example Graphs
Blue = % of getting silk touch
Red = % of getting silk touch with sugar
Blue = % of getting sharpness
Red = % of getting sharpness with flint
Enchantment Selection Reset
Instead of having to take the tool out of the slot and place it back in you should be able to click on the book and be given a new selection. Pretty simple.
Enchanting Books
I have read on other threads about making enchanting books. This could go perfect with my idea here. When placed in the enchanting assist slot, any selection chosen would give the enchantment to the tool the book said. No xp would be used up. Each book could only be used once and would have random enchantments at any level. Found in all chests. Maybe dungeon chests have 1/10, strongholds have 1/10, mineshafts have 1/50, ncp villiages 1/50 to find one. Looks like:
Shows the enchantments like this:
This could also be used for villager trading. Instead of having the two slots so priests can enchant things go back to one and have them sell these.
Storing Xp
Either a way to make enchanting bottles or a gem that can be used to store Xp. Could be useful for trading, saving Xp for later and anything else you can think of. This may be disliked by some players because it won't make higher enchantments so difficult to get but really wouldn't have anything to complain about other wise.
Bottle o' Enchanting
Bottle o' Enchanting being made. Bottle enchanted at any level will give one.
New Gem and Ore in Nether
I find the nether kinda emtpy when it comes to mining so it could use an ore.
The ore unmined. Appears at all levels. Drops 1 mystic crystal per ore.
Mystic Crystal. Stacks to 16. Right click to store 225 xp = level 10.
Enchanted Crystal. Right click to release the xp.
Levels
Linear vs Exponential
- Noob friendly
- Easy to think about costs
- Choosing lower levels than your own doesn't waste
- High enchantments are worth less
- Hardcore
- High levels feel longer
- Low enchantments are worth less
- High enchantments are worth much more
How much should each level cost?
It's more a question of enchanting being cheap or expensive. People will say different costs on what they think. If I were to pick how the levels would go up I would have to say start at 19 per level and go up 2 each level. Why?
First you don't want the low levels being too cheap. People can't just kill 3 zombies and enchant everything at level 1. The current update has a good amount right now as its not a lot but it's not nothing. A linear leveling up would be easiest for most players to understand and it's not quite as frustrating watching your meter go up less and less. However it does take away some value and excitement from high levels so there should be a small amount it should go up each time. It's a bit cheap right now at 825 too.
Removing Enchantments
You should be able to enchant already enchanted items but they replace the old enchantments. If you got the wrong enchantment and you don't have a lot of the material that you used you don't need to waste anymore.
If that's to easy than have a way to get rid of enchantments so we can enchant later.
General Enchantment Changes
Nothing should have more than 4 enchantments on at a time.
Removed Enchantments
The other sword damage enchantments are very weak in comparison to sharpness which everyone wants anyways. Similar to how the power works for the bow. Save us our experience! Protection does everything that the other protections do so unless there is a change in how it works they should be removed. Aqua Affinity doesn't really make sense on helmet and should be moved to tools.
Bane of Arthropods from swords.
Smite from swords.
Fire Protection from armor.
Projectile Protection from armor.
Blast Protection from armor.
Aqua Affinity from helmets.
Tool/Material Specific Enchantments
The tools shouldn't be given all the same enchantments. Silk touch and fortune on axes and shovels doesn't really have a purpose compared to a pick with those. They should be given there own rare and helpful encahntments that would worth a level 30 enchantment.
I also think it would be interesting to add material specific enchantments. In most rpg games archers use light armor but in minecraft everyone uses diamond.
Possible Enchantment Ideas
- Smelting - Drops the cooked equivalent of the item - I - weight of 1 (Using on sand drops glass, clay drops bricks, etc; doesn't stack with silk touch)
- Efficiency (same)
- Unbreaking (same)
- Silk Touch (same)
- Fortune (same)
- Aqua Affinity (same)
- Sharpness (same)
- Knockback (same)
- Looting (same)
- Fire Aspect (same)
- Blunt - Blocking protects more - II - weight of 5
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2 (not sure about this)
- Knowledge - Mobs drop more Xp - I - weight of 2
- Power (same)
- Punch (same)
- Flame (same)
- Infinity (same)
- Accuracy - Arrows drop less - IV - weight of 10
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- Protection (see Armor Changes)
- Sturdy - less knockback effects - III - weight of 5
- Feather Falling (same)
- Respiration (same)
- Hidden - Harder for mobs to find and less visible name tag - I - weight of 1
Keeping Potion Effects Seperate
Even though slowness on a bow or weakness on a sword seem like a good idea potions effects shouldn't become enchantments. Though potions would be fine to do enchantment effects such as efficiency and sharpness like they do already. This seems really interchangeable but it is far from that.
Having Higher Levels for Enchantments
What I mean here is that 30 levels are broken up by only 4 levels max. 1.2 had sharpness V which you would rarely get. Removing it takes away from the randomness and excitement of enchanting things.
Say your at level 30 and enchanting your diamond sword with your last precious diamonds. Your either going to be disappointed and get something like smite IV or get sharpness IV along with you hoping to get some decent enchantments along with it.
Now say those 30 levels are broken up by 8. At level 30 you could end up with sharpness VI and maybe VII or VIII if your lucky. There would be more variety in what you would get. In 1.3 it is easier to reach max level so having the best enchantments easier to get is too much. Notch wanted enchantments to be random and this will certainly help.
Example of Sharpness with Graph
I made this graph so you can see how this works. The top is the current system; bottom is mine. Each bar down is the next sharpness level. The bars show which level you can get the enchantment and not the chances keep in mind.
Sharpness I = 1.5 hearts
Sharpness IV = 6 hearts
New Sharpness I = 1 heart
New Sharpness VI = 6 hearts
New Sharpness VIII = 8 hearts
Damages
Green -
Yellow -
Orange -
Red -
Pink -
Magenta -
Purple -
Blue -
Green -
Dark Green -
More Swords and Bows
I removed most of this section but I am keeping Lapis Sword and the Long Bow simply because those were what I first had thought of and won't make things too different.
Another bow that only has different enchantments will allow a balanced weapon to be added with a different use. The current bow's enchantments are based on strength. Why isn't there any enchantments for accuracy? Instead of just adding those enchantments to the bow a new bow could be added and be based on accuracy. That way you would two bows that are only different after enchanting them so it's still balanced.
Similar the lapis and gold sword would have more enchantments than the rest of them.
Swords per Chunck
3.43 x 4 / 9 / 2 = 0.762
3.43 x 6 / 9 / 2 = 1.14
3.43 x 8 / 9 / 2 = 1.52
3.097 / 2 = 1.55
7.5 / 2 = 3.75
84 / 2 = 42
Like tons...
Also a ton..
Lapis Sword
Damage -
Durability - ~1000
Enchantability - 15
Long Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Accuracy - Arrows drop less - IV - weight of 10
- ?
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- ?
Short Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Power - Arrows deal more damage - IV - weight of 10
- Punch - Mobs hit are launched backwards - II - weight of 2
- Flame - Mobs are lit on fire - I - weight of 2
- Infinity - Bow uses no arrows - I - weight of 1 (must have 1 arrow)
Armor Changes
Unknown to most players, including myself, there is a cap on how much protection enchanted armor can provide. Each armor piece with a enchantment gives a value and the total is capped at 25. Look at the chart for how much each level gives. Protection IV isn't the cap. For every hit the value is multiplied by something inbetween 0.5 and 1. This gets capped at 20. You get 4% for every number so the best reduction is 80% after calculating armor protection. Therefore diamond with max enchantments give 96% damage reduction. Also protection does everything that fire, blast and projectile protection do anyways so they are limited in comparison.
Prot I = 3---Full set = 6.4 - 12%
Prot II = 5---Full set = 8 - 16%
Prot III = 7---Full set = 10.4 - 16%
Prot IV = 11---Full set = 10.4 - 16%
Feather Falling = 2x
Changes
Solution 1
Just remove everything but protection.
Solution 2
I'm thinking armor enchantments shouldn't be so limited. Instead there shouldn't be the first cap. The value will be multiplied by something inbetween 0.5 and 1 just like before. This would get capped at 30. For every value you would get 2% so maxes at 60 instead of 80 like before. These seem to make more sense to me.
Prot I = 3---Full set = 2.4 - 4.8%
Prot II = 6---Full set = 4.8 - 9.6%
Prot III = 9---Full set = 7.2 - 12%
Prot IV = 12---Full set = 9.6 - 12%
Protection should stack with the other enchantments so you can have Prot IV and Fire Prot IV on a single item. This would fill in the rest of the 8% Protection misses. The only difference would be to have every value give 1.3% instead of 2% like for protection. Feather Falling should be the only thing to give fall damage protection too.
Example:
If you had a full set of diamond with protection IV and projectile IV, from a arrow you could block: 80% from diamond + 9.6 to 12% from protection + 6.2 to 7.8% from projectile = 95.8 to 99.8%
Solution 3
Replace Protection with Melee Protection. Remove Blast Protection but add the effects to Fire Protection. Melee would protect from , Fire Protection from , Projectile Protection from .
Feather Falling
Feather Falling should be the only enchantment that protects against fall damage. It makes no sense why protection can protect fall damage.
Fire Shown as a Potion Effect
Fire should become a potion effect so there can be higher kinds of burning. Like all potions it would go up to IV. Regular burning like there is now would be I. This would help enchanting because you could have a stronger fire enchantments instead of limiting fire aspect to time increases and it would help everything else by having more variety for items, mobs or lava. Simply could look like:
Regular burning would be I, a second.
Fire contact would be II, a second.
Tier III would be a second.
Lava contact would be IV, a second.
Item Enchantablility
If you didn't know some materials give better enchantments than others. Basically the enchantablilty is randomly chosen and added to your current level than is multiplied by something inbewteen .75 and 1.25. Usually numbers half of the enchantablilty and a multiplier of 1 are chosen.
Current
Wood Tools = 15
Leather Armor = 15
Stone Tools = 5
Chain Armor = 12
Gold Armor = 25
Gold Tools = 22
Iron Armor = 9
Iron Tools = 14
Diamond Tools = 10
Diamond Armor = 10
I really like this system but it could be changed a just bit still. Gold doesn't need to stay as useless as it is. Iron armor is easily made and has good protection and it doesn't seem like something enchantable, similar to stone.
Gold Tools = 30
Gold Armor = 30
Iron Armor = 7
Bow = 10
Everything Else = 5
Experience Drops
Almost perfect right now but I can think of a few things worth changing. It seems they are going away from mobs only drop Xp so it should be expanded to everything.
Endermen drop 10Xp
Ghasts drop 10Xp.
A player drops their level2 of Xp
Drops 1-2Xp
Drops 3-15Xp
Drops 3-15Xp
Drops 1Xp
Drops 1Xp
[pumkin/melon vine] Drops 1Xp
0-2Xp each caught fish
0-1Xp per shearing
Other Items being Enchanted
Theres other tools that could be enchanted too. The hoe, flint and steel, shears and fishing rod could have some sort of duriblity increase at the least.
:Flint and Steel: - Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Scavenge - Chance of getting seeds on tilling land - III - weight of 5
- Harvest - Crop drops increased - I - weight of 2
- Baiting - Chance of catching fish increased - IV - weight of 10 (reduced 1/40 per level from the regular 1/300 chance outdoors)
- Hooking - Chance of catching mulitple fish at a time - III - weight of 5 (1 per level)
- Broil - Receive cooked fish instead of raw - I - weight of 1
- Unbreaking - Chance of duribilty not dropping - III - weight of 5
- Steady Cut - Chance to recieve more wool per shear - IV - weight of 10 (1 per level)
- Trimming - Each use gives 1 wool and sheep don't lost their coat - I - weight of 1
- Efficiency - Break blocks faster - IV - weight of 10
- Mob Vision - Mobs are highlighted through walls - I - weight of 5 (distance of 16 blocks)
- Weakness Perception - Mobs with 2 or less hearts are indicated breifly - I - weight of 5 (say a heart appears over them for a second)
- Clear Sight - Wearing pumpkin doesn't show pumpkin face on screen - I - weight of 5
- Eagle Eye - Depth doesn't drop render distance - I - weight of 5
- Protection - Blocks damage done to pig - IV - weight of 10 (same as armor enchantment)
- Weightless - Pig moves faster - III - weight of 2
Notes
Minecarts could be enchanted but I can't think of anything decent.
Hopefully the pig will become controllable with a plain saddle anyways. 1.4 anyone?
Hoes should be used on crops. Not axes.
You better +1 me!
Older Removed Stuff
The Bookshelves
The current system usually gives long waits searching for the level you want to find. New system woud be Max level stays the same with an increase of 1.5 and Min level increase by 1 per bookshelf. Giving more accurate levels to what your looking for.
Better
Bookshelves 30 = Min 31 = Max 50
Bookshelves 20 = Min 21 = Max 35
Bookshelves 10 = Min 11 = Max 20
Currently (Good luck finding your level )
Bookshelves 30 = Min 8 = Max 50
Bookshelves 20 = Min 6 = Max 35
Bookshelves 10 = Min 4 = Max 20
1.3 fixes this.
Reparing Enchanted Items
When repairing an enchanted item each level should be reduced by 1. Example right here:
So the 'new' pick would have O I because it is in the center. The item in the center keeps the enchantment so you can't merge multiple enchantments into one item. Say the center pick had T II and O IV it would have T I and O III left.
Would be too OP.
Sandstone Sword
Damage -
Durability - ~80
Enchantibility - 8
+ wood, stone, iron, diamond
Enchantments
- Sharpness - Deal more damage per hit - IV - weight of 10
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- Looting - Chance of increased mob drops - III - weight of 2
Brick Sword
Damage -
Durability - ~150
Enchantability - 3
Obsidian Sword
Damage -
Durability - ~2000
Enchantibility - 11
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 10 (duration increase)
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- ?
Netherbrick Sword
Damage -
Durability - ~250
Enchantability - 10
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 2 (duration increase)
- Sharpness - Deal more damage per hit - IV - weight of 10
- ?
- ?
Glass Sword
Damage -
Durability - ~30
Enchantability - 28
Emerald Sword
Damage -
Durability - ~150
Enchantability - 19
Enchantments
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2
- Knowledge - Mobs drop more Xp - I - weight of 2
Massive amounts of dislike.
Destroying a mob spawner drops 1500Xp.
In 1.3!
Enchanted Rare Drops
Occasioinally mobs rare drops are enchanted with a level 5 enchantment. This should be a random level with lower levels having a better chance. This would be the case for every mob's drop.
In 1.4 sorta!
Blue = My idea of Xp drop
Red = Xp needed for level
Orange = Current Xp drop (correct past level 6)
1.3 levels up differently.
All feedback aprreciated!
http://www.minecraft...t-satisfaction/ - Saddle Enchantment Idea
http://www.minecraft...wiki/Enchanting - Current Enchanting System
http://www.minecraft...wiki/Experience - Current Experience System
http://www.minecraftwiki.net/wiki/Mobs - Current Mobs
http://www.graphsketch.com/ - Graph Maker
http://0xcafebabe.co...-probabilities/ - 1.3 Probabilities
Sorry if the pictures suck
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Trollguy1234 posted a message on [Action] [Space] [Sci-fi] ~ ฿ℯy ◎₪D ŁǐFệ ~ [Future] [GIVING +1's FOR EACH POST!]Posted in: Forum Roleplaying((hi.)) - To post a comment, please login.
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IP: 5.196.171.216:2750
thank you.
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I enter the stations hangar. "What is it?" I ask Gretios
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"Pirates... " I say with a chuckle. I pick up the loot with my UV wrench, and head back to the immortallis space station.