Can we all appreciate for a moment that a man who was devoted to making a mod about witches disappeared in a cloud a smoke
- GlitchReaper
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Draco18s posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin'sPosted in: Minecraft ModsQuote from Andyghandi»
I have really missed this mod as well. Glad it might make it into 1.12.2. My modpack im working on would be complete with this mod! Who's this dude that ports to 1.12.2 and where can I read about the progress?
https://github.com/Thelian-Interactive/Artifacts-Reloaded -
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GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: SuggestionsRight now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
<a href="http://www.minecraftforum.net/topic/1578258-adding-the-missing-potions/"><img src="http://i.imgur.com/T4uTnjE.png" alt=""></a>
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DrWeegee posted a message on End OverhaulPosted in: SuggestionsThanks to the recent updates, the End got expanded upon. We not only got a revamped boss battle, but we also got an entire new area to explore. The issue, though is this area is extremely empty. And flat. The only structure there is the End city.
This leads into another issue. Depending on your luck, you can find End cities right away... Or if you're like me, you won't find one until you're about ~3 hours in exploring the endless... End. So what I'm suggesting is a way to make the End less barren while trying to keep it's void-ish feel and to add a smaller amount of progression to the End so it feels as part of the game instead of just something shoved in.
It's a bit of a lengthy suggestion, so I'll try to keep it interesting and organized.
The biggest part about this suggestion is structures, so I'll go over this first.
Familiar Fragments.
When exploring the End, you may come across one of these. They are "Re-creations" of the overworld, probably made by Endermen. Theses aren't the only ones there, I feel there should be one for each biome, except water biomes such as the ocean or rivers (And sub-biomes, such as mountain variants). They're fairly uncommon, and you might come across one every 3-ish giant islands.
These do not serve any true purpose except to fill in the empty void just a little bit. There aren't any very useful materials that you can take from them. They're all basic materials such as wood and snow.
Next up is a much bigger structure, which is needed for progression. This is the End Dungeon.
These structures spawn in the ground of giant End islands, similar to strongholds. They are maze-like with many "Familiar" rooms. The image above is the "center" of the dungeon. The rooms are randomly placed. You cannot see this structure from the surface of End islands.
So, if the structure is completely hidden in the ground, how do you find them? Well, there are two ways to find this structure. Eyes of Ender are given a new use. When thrown in the End, they will point towards the nearest End Dungeon. However, you can still find them if you have no Eyes of Ender.
If you are really close to an End Dungeon, you may see something that stands out...
The player...?
This entity is very basic. Only you can see it, and it will mimic your skin (Or Steve/Alex's skin if you do not have one). You cannot interact with the entity and it will always face away from you. Trying to hit it with a projectile or going close enough to it will make it vanish. It does nothing else. It is simply a hint that there is an End dungeon nearby. It will only spawn once per End Dungeon. Once it has spawned, it will stay for up to 30 seconds until despawning.
The End dungeon itself is very vast, and the rooms are all based around typically what occurs during player progression. Nothing spawns in these barren dungeons. It's rare to even see Endermen there. However, to make up for the lack of entities, it has many traps...
You should probably bring some shears...
There of course, is lots of decent loot. It's not as great as End city loot, but it's still useful. Just be careful as even some of the chests are trapped...
Oops...
There are a lot more rooms to explore than what is shown. The above images is just to reference what you should typically expect. There are rooms that represent many different areas of progression. Some will look like ravines, others look like basic homes. Other's unfinished Nether portals and just some based off of various biomes. They're all connected by straight hallways, which are made of End Brick and Purpur Blocks.
As for the exact loot you can find, here's a quickly made loot table I've made.
2-7 item per chest
1 x Enchanted book (Randomly Enchanted) 10%
2-6 x Bread 25%
2-6 x Apple 25%
1 x Golden apple (Enchanted) 7%
1 x Golden apple 10%
1 Enchanted Iron gear 13%
3-9 chorus fruit 20%
6-14 End brick/Purpur Blocks 16%
1-3 Books 10%
3-8 Iron/Gold ingots 20%
After a while of exploring these dungeons, you may come across this room:
Only one generates per dungeon. It is the "Core" of the End dungeon. It is very important you destroy the End Crystal in the center. Once doing that, it will explode like normal, but also drop a new item.
Purpur Lantern. Very simple item. Can be placed on any side of a block, including the bottom of it and will emit as much light as a normal torch. It will also emit Ender particles. It's not for just decoration, though. You need one of these to explore the End Cities.
End Cities.
While not a new structure, they have been slightly changed. You can no longer just instantly run to one and get powerful enchanted diamond gear. Sorry. I know messing with progression is usually considered bad, but I feel that there is none after beating the Ender dragon, so I hope it's not too much of an issue to do so here.
While you can still explore the End cities as normal, they are infested:
Endermites will rapidly spawn in these areas. They won't drop experience, otherwise it'd make that too easy to farm. You can easily tell from a distance that an End City is overrun because they are also surrounded by purple particles as shown above. In order to clear the infestation, you need the Purpur Lantern I mentioned earlier. Place one of these down near an infested city, and you'll see the Endermites slowly vanish and the purple "fog" fade away.
This means the area is clear and will no longer spawn Endermites. You can pick up the Lantern if you wish and use it again later on. End Cities themselves haven't been changed, and exploring them is the same as before after you've done this.
One last structure is this:
End Factories. You do not need to explore these. They will not affect progression in any way, but are home to a new block that you might be interested in.
This is a Propeller Block. Its function is very simple. When you step on it, you are affected by Levitation for 6 seconds. This is enough to float up 5 blocks.
Edit: Also, propeller block can be placed facing different directions. Like a piston. When you touch the surface of a propeller block, you will be pushed away. (In the case of End Factories, it will push you upwards). Powering a propeller block will also activate it, pushing away entities within 5 blocks of the surface.
Thanks for the Idea, Badprenup.
End Factories are very small, but can be a bit difficult to explore. They only spawn on the small End Islands, which makes it risky to try and go near them, as taking a wrong step can send you down into the void. There are 3 rooms in these structures. The first two are empty, with Propeller Blocks that allow you to move a level higher.
The Third floor, however.. Is home to two spawners. One is a Shulker spawner, the other is an Endermite spawner. There are also two more Propeller blocks which leads you to the roof.
The Roof contains a smaller platform with 1-2 chests. Their loot is as follows:
3-7 items per chest
10-13 Iron/Gold ingot 20%
1 x Enchanted Book 15%
1-2 x Golden Apple (Enchanted) 10%
1-3 x Golden Apple 15%
1-2 Enchanted Iron Gear 20%
4-12 Chorus Fruit 10%
4-9 Emerald 15%
3-6 Diamonds 10%
Exploring these Factories are dangerous as Shulkers and Endermites can easily flood the area and push you off. There aren't very many places to hide from them, either, and taking them out from afar usually just means more will spawn in their place. So hopefully the rewards are worth the effort.
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That is all for structures. Hopefully they are well balanced and interesting to explore. The last couple of things I'd like to suggest are very minor, but ties everything together.
Endermen on the outer islands can rarely spawn holding a random block. They can place it down and pick it back up at will (Unless mobGriefing is off)
I'd also like Endermites to spawn sometimes. Endermites are kind of a forgotten entity. They're the only thing in the game I truly forget exist constantly, so hopefully this will at least give them a reason to exist.
Lastly, on the outer islands, water will instantly freeze when placed. The reason for this is because the End is considered a cold biome. Endermen also can be hurt by water, so I think it makes sense for water to Freeze when placed in the End. The main End island won't freeze the water, however in favor of Endermen farms.
The whole purpose of this suggestion was to fill the End up with more content than the current barren "Forests" and the occasional End Island. I tried to promote exploration as opposed to just aimless wandering, which currently is all you really can do in the End. Sadly, it gets kind of boring.
A lot of the content I suggested uses materials from outside of the End. While they may seem out of place, let me explain. I've always considered the End as the "Beginning". What I mean about it is that the End seems to be like the overworld, but "Corrupted". You can kind of understand better if you listen to the End Music. Almost all of it is derived from the overworld's music, just twisted and warped. That's what I feel the End should be like. A warped but eerily similar version of the overworld. Perhaps bringing back memories of your adventures up until that point. Like a dream, as the credits seem to reference.
Anyways, thanks for reading through all of this, what do you think?
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MentalMouse42 posted a message on EvilCraft (Open Source) - v0.10.12Posted in: WIP ModsI was just browsing around and foundAtomicStryker's Necromancy mod.Given it's stuck back at 1.7.10, might be time to raid it for ideas. You've already got your own blood and book of course, and crafting minions seems suitablly macabre for "EvilCraft".
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Letshavecake posted a message on Intangible (0.0.25 Alpha)Posted in: WIP ModsI've been thinking for a while now that something was missing from the deity system, and then it struck me: paladins and religious texts are two major pillars of any fantasy pantheon, and neither of those are really supported by the mechanics of the mod
So I came up with a (relatively) simple idea that would knock both of those birds out with (mostly) one stone
Say you have your perfectly crafted god, and you set about writing an incredibly pious and only slightly saucy holy book to spread your newly created faith
You toil away writing and rewriting for hours before you finish your magnum opus, and then take it to a shrine to have it made official
Then, when anyone devout enough to that god comes to a shrine to ask for sweet superpowers or whatever it is people pray to gods about, they can give an offering to receive a copy of the book, blessed with not only a minor priest power, but also a weapon/armor enchantment, both with limited uses before the book becomes just a normal book(instead of being consumed in either case, because burning books is just rude)
These enchantments would be from a small pool of powers selected upon the deity's creation like any other ability, and only one of them would be assigned to a single book, so multiple powers would require multiple books being set to have them
To avoid conflicting with a bunch of other mods and being unbalanced, these enchantments would be very minor or unique, could not be applied to something that is already blessed, and last only a limited amount of time before needing to be reapplied
Also, maybe the enchantments can only be applied through a shrine, since I'm now realizing that blessing weapons and armor on a standard anvil might be a little weird
That might need some fine tuning, but I think something like that would make deities a much better addition to any multiplayer server, at least
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Max_the_Technomancer posted a message on Afraid of the Dark 1.2 [Updated 6/15/19]Posted in: Minecraft ModsPLEASE do not make the mistake so many other mods have made! Don't balance the boss fight with the assumption the players have other mods installed unless this mod is designed to be played with a certain other mod. Balance things around vanilla, around the other stuff in your mod, and avoid power creep at all costs. For examples of doing it right and wrong, Botania does balancing right, Draconic Evolution has succumbed to power creep entirely.
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AgentJava posted a message on Modular Arrow Upgrades (Quiver before my might!)Posted in: SuggestionsSupport! I like it!
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Superintendent posted a message on The Dragon Thread: Let's Get the Red Dragon Into Minecraft!Posted in: Suggestions
Version: 4.1.2
Day of Thread: 988
Table of Contents-
Red Dragons
Health: 80 (× 40)
Armor: 10 ()
Hard Attack Strength: Fire effect
Spawning: One per dragon lair
Weakness: Snowballs
Size: A little smaller as the Ender dragon
Details: The red dragon is a neutral mob that spawns in dragon lairs. They do not break terrain. They usually rest in the dragon lair, but can occasionally fly around it. If you attack it or try taking anything in the dragon lair, it will attack you. It attacks you by breathing fire on you. The "fire" is a lot of fire particles that fly up to seven blocks away. The particles cannot go through blocks. If the fire particles touch you, you get lit on fire. The dragon can breath fire for around three seconds. All of its body is protected by its scales, except for its underbelly, which has no armor. Snowballs harm it, even through its armor
Tamed Dragons: You can tame dragons as well. Dragon taming works like horse taming, meaning you get on the dragon to tame it. But you can't tame a dragon without giving it gems, like wheat for horses. Dragons will take iron ingots, gold ingots, lapis lazuli, and diamonds. When tamed, the heart particles will appear. You can now get on the dragon, but like horses you cannot move the dragon unless you put a saddle on the dragon. The movement is normal, but instead of jumping, the spacebar makes the dragon fly. The spacebar flaps the wing once, and you can flap the wings ten times before it has to touch the ground again. Each wing flap raises the dragon two blocks. The dragon will breathe fire on any mob that attacks it, not you.
Drops: A dragon drops 2-5 scales,0-3 teeth, 0-3 gold, 1-3 iron, and rarely a diamond
Frost Dragons
Health: 90 (× 45)
Armor: 10 ()
Hard Attack Strength: 6 () plus freezing effect
Spawning: One per ice cavern
Weakness: Fire and lava
Size: Same as red dragon
Details: Frost dragons are bright blue dragons only found in mountains in taiga and tundra biomes. They stay peaceful toward you, unless there is any other dragon near, or there is flint and steel in your hand. They also attack if there is fire nearby. They still attack you like red dragons, except with ice particles that freeze you a little and do some damage. They only spawn in ice caverns, which are the dragon lairs in the winter biomes. Wherever these dragons land, snow appears much like snow golems.
Tamed Dragons: These dragons can be tamed and ridden like red dragons
Drops: 2-5 scales, 0-3 teeth, and 1-5 ice blocks, 0-3 gold, 1-3 lapis lazuli, and rarely a diamond
Nether Dragon
Health: 90 (× 45)
Armor: 10 ()
Hard Attack Strength: 4 () plus burn damage
Spawning: One per Nether lair
Weakness: Snowballs
Size: Same as red dragon
Details: Nether dragons are dark red dragons. They spawn in Nether dragon lairs, but usually fly around the Nether. They still try to keep near the lair in case of invaders. Nether dragons are always aggressive toward you. Nether dragons are like red dragons, they burn you and are weak to snowballs, but Nether dragons are more like a Nether mini-boss. The will see you from 100 blocks like Ghasts, and will fly at you to attack you. Nether dragons sometimes attack Ghasts
Tamed Dragons: You cannot tame Nether dragons
Drops: 2-5 scales, 0-3 teeth, 1-5 Netherrack, 0-5 gold, 1-8 iron, and very, very rarely a Nether star
Dragon Lairs
Size: Around 7 blocks high, 10 long, and 7 wide
Generation: Only in extreme hills biome
Details: The dragon lair is a rare cave-like structure only generated in extreme hills biome. They only generate on cliffs and hills. It looks like a tall and wide cave entrance, but it ends ten blocks in. The walls and ground have miscellaneous ores that appear by how rare they are. If you try to mine an of the ore, the dragon attacks you
Ice Caverns
Size: Same as dragon lairs
Generation: In big hills and mountains in taiga and tundra biomes
Details: These ice caverns are rarer than other dragon lairs, basically because there are not that many suitable locations for them to generate. These caverns look just like dragon lairs, but are made of ice. There are a bigger chance of different ores on the floor here
Nether Lair
Size: Same as dragon lairs
Generation: In the Nether in cliffs
Details: These dragon lairs are made of Nether brick and Netherrack. The Netherrack in the lair burns constantly. The ground has the same treasures as other lairs. At the back of the lair is a chest. The chest contains some valuables inside, like ingots, tools, armor, and sometimes scale armor
Scales
Type: Item
Details: Scales are items dropped by dragons. Scales can be brewed to make a potion. Scales are different colors depending on the dragon that was killed
Teeth
Type: Item
Details: Teeth drop from dragons. They can be brewed to make a potion, along with crafted into a spear
Armor Potion
Type: Potion
Details: Armor potions are potions that increase the players defense by 50%. This potion acts like any armor, protecting you from attacks and etc. This potion is made by brewing a red dragon scale with an awkward potion
Freeze Potion
Type: Potion
Details: When drunk or thrown, the target player is frozen for a few seconds. They are vulnerable to attacks, but all damage taken is reduced to 50%. Made by brewing an frost dragon scale in an awkward potion
Fire Absorption Potion
Type: Potion
Details: When this potion is used, you gain a regeneration effect while in lava. Made by brewing a Nether dragon scale into an awkward potion
Burning Potion
Type: Potion
Details: Burning potions light the player on fire, damaging them. This potion will not count if the player has a fire resistance potion, is in water, or if he/she is beneath rain. This potion is made by brewing a dragon tooth in a thick potion
Tooth Spear
Type: Weapon
Details: The tooth spear is a longer weapon made with two sticks and a dragon tooth. You can jab with them, dealing four damage (). You can also throw them for six damage (
). But a downside is that tooth spears are as weak as gold. They break faster if you throw them
Dragon Armor
Type: Armor
Details: Dragon armor is made by using any scale in an armor pattern. It will protect you against fire, and a little bit of lava. It has 18 armor points (). The armor has durability a little more than diamond
Changelog-Original Update- 11/16/13
- Removed Star Dragon
- Removed Ender Dragon
- Rewrote flying/taming mechanics
- Fixed the formatting glitch
- Edited the thread
- Added more Q&As
- Removed birthday signature
- Added new dragon
- Added pictures to everything
- Added Table of Contents
- Added Changelog
- Added Q&A
- Edited entire thread
- Fixed entire thread
- Added signatures
Questions and Answers-Is this overpowered?
No, dragons are not overpowered. They don't break blocks, and don't seek you out to kill you. When you ride them, other people can hide or fight.
But the flying is overpowered...
Nope. It would be hard to shoot/breathe fire while on a dragon. But you still can. Meanwhile, people on the ground can shoot up at you pretty easily. Remember that you can crash a dragon.
What if servers don't want dragon?
There would be a new option in the server properties file that you can change. It would say "spawn-dragons=" and you say "true" or "false". Also, a new gamerule would be added called "dragonGriefing" would be added.Don't say this is OP, because the dragons have limits and weaknesses.Just to make clear, the dragons CANNOT BREAK LANDSCAPE.These would be hard to use as a griefing weapon. If you think they are too hard to beat, ask yourself why you attacked them in the first place.
Do You Support This? Put this in your signature!Please hit thebutton to support!
Comment and give feedback!Thank you! -
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thebaum64 posted a message on Better Beds! Custom Bed-Sheets! [223 Supporters!]Minecraft beds are very plain and have been since the beginning, what if you could make custom bed-sheets to customize your bed to your liking? This is something I have been thin gs about for sometime now, it may be small but it would be a neat little add on.Posted in: Suggestions
How it works:
How this would work would be you make a bed as normal, then you make a banner such as this:
(Banner made HERE)
and once it is made, you shift click the bed with the banner. The banner becomes the bed-sheets. Then if you want to remove it, you shift click it again with your hand, plain and simple. I know this is a very small suggestion but I think it would be really cool for people who enjoy decorating houses or just want to make something their own. Hope you like it!
Here is a render for a example by ThePiDay:
NOTE: I am planning on making a mod for this, please do not steal my idea. Thank you!
If you like Better Beds, please PUNCH that like button!
- To post a comment, please login.
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Redirected projectiles (such as arrows) bounced off from Shields should count as player-based attacks. Currently you get no XP or player specific drops from finishing off a Skeleton with their own arrows. It could be a bug, but I think it's either an oversight or intentional.
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I second that.
F.
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Mario Mod 2 is hoping to expand over time. Eventually it may be as big as this one.
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It could work on its own that way or as an add-on for Thaumcraft 6. Interesting fact I hope one little number is alluding to: The true final sin is hatred, which kills the soul forever and the others leading to it are why they're considered deadly as well. #thefinalsin
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Technically he's going to be updating it as TragicMC3. Total rehash in progress.
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I don't know if he has an account here, but he goes by the ForgottenDruid on Youtube. I have plenty of friends, but he's the only one I know I can rely on for Thaumcraft advice since he's such a superfan.
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If this returns to the Thaumcraft 6 generation I know a lot of people who will be very happy! Namely a friend of mine who's such a Thaumaturge that he memorizes every detail of every add-on to go along with it. That should keep him busy for a week.
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Any plans for cross-mod content with Thaumcraft 6? I could see and item that allows petrification of many targets, but also requires Gorgon Heads in an infusion recipe to make it.
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LOL! One of the best "Order of the Stick" comics I've seen!
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Speaking of recent versions: Snapshot 17w48a finally added a way to make custom recipes! Rotten Flesh to Leather in "Vanilla" anyone?