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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    My mc 1.10.2 world runs on an ancient CentOS server that can't upgrade Java beyond 6. MovingWorld and Vessels both "require" Java 8. Is that a practical requirement or just a default? Can those be compiled into Java-6 targeted jars, or does the functionality in 1.10 depend on Java-8 classes and methods?


    I have hope because this mod began life a few versions ago, when Java-6 wasn't quite so obsolete.

    Posted in: Minecraft Mods
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    posted a message on Improved Pigs : Making Pigs Useful Again! (Yay?)
    The pigs-eat anything (including rotting flesh) idea is great. It alone would make pigs worth farming.

    Pigs should drop one leather when slain (pig-skin anyone?)

    Pigs should mature more quickly than Cows and Horses (or cows & horses should take longer, and possibly require grass-grazing actions), making pigs more economical, especially early in survival.

    We shouldn't try to make pigs into everything-animals, so I object to the taming, armoring, alarming etc. Pigs become powerful enough as soon as they start turning rotting flesh into piglets who then grow into pork-chops in about one quarter of the time it takes to raise a cow.

    There's a lengthy discussion of pigs in a thread about making leather relevant, but I already see most of the highlights here.
    Posted in: Suggestions
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    posted a message on Custom Paintings
    There are some big, ancient threads already discussing in great detail the many ways that players could paint their own paintings.
    Posted in: Suggestions
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    posted a message on Experience Storage
    We have that. It's called "enchanted book", and it can even be traded or given away.

    BTW, When making suggestions, you should develop your concept a little further than "there should be an item...". It's okay to introduce a suggestion with such a line, but you should go on to flesh it out with at least one possible example of such an item and how it would be used.
    Posted in: Suggestions
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    posted a message on More Paintings: Use Wool Color to Select Texture File
    BTW, My alt-paintings mod (among others) is up at CurseForge. See "Uncle Jeff's Mods".
    Posted in: Suggestions
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    posted a message on A Use for Cauldrons!
    I think that cauldrons should be given over to food (soups and stews). If those shapeless recipes were no longer craftable as they are now, then the cauldron would have a purpose.

    The way I envision it, one would put water and raw ingredients (other than the bowl!) into the cauldron, and then anyone could right-click an empty bowl against the cauldron to take a serving. A cauldron would provide some number of servings before becoming empty. Each serving would have a nutritional value according to the sum of soup/stew ingredients added to the water (the exact recipe need not be stored, only the hunger and saturation values). Should the cauldron also have a slot for coal to do the cooking? Bread somehow bakes without fuel, but I wouldn't mind seeing flames around the base of my cauldron :)

    I could see myself setting up a cauldron in any temporary base I might use while scouring an abandoned mine or cave system, especially if I were sharing with other players. Come to think of it, a cauldron would then be something interesting to have generate within abandoned mines, witch huts, villages, temples etc.
    Posted in: Suggestions
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    posted a message on Tier-Only Enchantments (Reasons to use different tool tiers once you have diamond!)
    It has been suggested elsewhere that stealthiness and agility go with leather, so you might go with that and save your other ideas for gold etc. Good enchantments for leather armor would be a smaller radius to attract mobs, and jumping 2 blocks (and maybe even jumping 3 as a very high level spell). Being quiet yourself means you might better hear others, so another enchantment could be some kind of audible 360 degree danger sense whenever a mob *is* tracking you (magically thwarting creepers silence).
    Posted in: Suggestions
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    posted a message on Updating the Overworld Villages Suggestions
    Another solution for dark interiors is if villagers were treated like players for monster-spawning purposes (there's a safe zone of about 16 cubes around each player so zombies etc don't spawn in your face). If each villager had a 16-cube exclusion zone, then zombies would be forced to spawn outside the village and then walk in.
    Posted in: Suggestions
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    posted a message on A use for rotten flesh
    Better idea:

    Pigs are omnivores, and pig-skin = leather. So improve pigs to eat any food (even rotting flesh) and to drop 1 leather when killed. Then you could convert rotting flesh into leather by feeding pigs, waiting for them to grow up, and then harvesting them.
    Posted in: Suggestions
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    posted a message on New Nether Feature Suggestions
    I have a Forge mod at Curse that adds a gem ore to the Nether. It let me make an enchantable hoe on which I could then place a new enchantment I called "Smart-Harvest" (making a tool that would only hit mature crops, ignoring immature crops, farmland and dirt).

    My gem ore appears solitaire like emerald, and if it generates with its upper surface exposed to air, it spontaneously catches fire (hiding it from view). When I went hunting for it, the first couple were easy to find by running around snuffing out fires. Then a ghast attacked, and there were suddenly too many fires to bother with (not to mention the ghast).

    If you use Forge mods, then try Uncle Jeff's Nether Gem (and leave comments so I know how to develop it further)..
    Posted in: Suggestions
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    posted a message on Cows, Pigs, and the Problems with Leather Armor
    Having just read all 18 pages...

    The original problem was that leather armor is irrelevant to the game, and it's irrelevant because we can make iron armor so soon after starting -- period. Nothing we propose to do to leather drops will lead me to waste time on leather armor when my first suit of iron is beckoning from the 2nd or 3rd game day into my future.

    Therefore, logically, the very first change this problem demands (if any) must be to delay iron smelting and/or iron armor crafting. Several possibilities have been suggested: Make ore more rare, require leather to craft any armor, require the corresponding leather armor piece in the recipe for any better armor. Of these, I reject making ore more scarce. Maybe ore could be more difficult to work with, but don't mess with scarcity.

    My suggestion is to introduce and then require a hotter furnace in order to smelt ore into iron. The hotter furnace would incorporate a bellows crafted from -- you guessed it -- leather (and planks). With leather sitting astride the path to iron, not only will iron be delayed, but leather will be in our crafting chests along the way. With leather's window of relevance thus expanded, a few secondary changes to leather's scarcity can make leather armor a natural stepping stone (and I also like the idea of needing leather or leather armor to craft iron armor).

    So, the second change that this problem wants is to find leather sooner. Dropping more leather from each cow might give me more leather after I finally find a cow, but it won't help me find it sooner. To find leather quickly after joining a new world, I need to increase the probability that I start the game near a source. To do that, I need leather to drop from more different animals that spawn in many different biomes. Therefore, logically, the on-topic suggestions are to drop leather from sheep and pigs in addition to cows and horses. In addition, as many different biomes as reasonable should spawn at least one leather-dropping species. Thus leather will usually be nearby, much like wood is. I should add, that despite it's real-world rationality, adding a tanning step to leather production would make leather slower and more costly, so I must reluctantly reject it for playability reasons.

    The quantity of leather drops is a tertiary issue. I agree that cows (and horses), being bigger than pigs and sheep, should drop more of everything. Pig differentiation/relevance is almost OT, but like a short circuit, I can't resist. Therefore, rather than nerf steak production...

    The third change I'd recommend is to increase leather drops for cows (and horses), and then (for balance) vary growth rates, expand pig diet, multiply piglet births, and stick cows and horses with grazing requirements. I like the idea that a piglet matures to pig in one quarter of the time it takes for a calf to grow into a cow. I absolutely love the idea that pigs could be fed/bred with ANY food, including rotting flesh. In fact, breeding pigs from rotting flesh would by itself be enough reason to raise pigs! Getting 2 piglets from each breeding is also reasonable, especially if the multiple birth requires a special food (I'd still slop 'em with rotting flesh and be happy with singleton piglets). I also give two thumbs WAY up to the suggestion that calves need to graze grass into dirt for each step of growth (with 4 steps). Horses likewise. And, cows should graze grass into dirt for each milking, much as sheep graze to restore wool. Grazing would not only slow cows into balance with pigs, but require bigger fields / more fencing, which I would find more satisfying in game play. Pigs, like chickens, could be raised in stone pens or underground while cows and horses would need grass -- and lots of it.
    Posted in: Suggestions
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    posted a message on Dispensers That Plant Seeds
    I'd want to put such a dispenser into a minecart and roll it over a series of activator rails, shooting one seed into each of a parallel series of farm tiles beside the track.
    Posted in: Suggestions
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    posted a message on [Hmm ! Give us a use !]Give a use to other villager professions ! - Not the redundant villager builders suggestion !
    I too support the concept of making villagers and their villages more relevant. I don't know how much "player-like" activity the villagers can be programmed to do, but I hope that villagers can "learn" at least some rationality. I also hope we don't need to create too many exceptions to normal block/item programming in order to thwart gross material farming.

    For instance, rather than nerfing iron blocks to not drop iron, how about if the blacksmith is only able to spawn blocks after buying iron (or ore + coal)? Players become a village profession of sorts (call us "miners"), and we provide needed mineral inputs that don't just pop out of thin air. As players deliver minerals (and buy food etc), the village gains defensive strength in the form of a golem. Iron-farming would be stymied because golem formation would only reflect players' iron/ore sales anyway. Iron blocks would not need new programming.
    Posted in: Suggestions
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    posted a message on Day/Night Detector - WITH AN AUTOMATIC 5X5 PIXEL ART DISPLAY!
    Quote from InvisibleMC

    It is particularly useful for those people that live underground or have important underground builds, and don't like wasting inventory space with clocks

    When I make a deep base, I put a clock into an item frame hanging on a wall. There it's visible but takes no inventory space.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help! When I log out, my custom potions turn into to water bottles
    I recommend setting a breakpoint at net.minecraft.entity.EntityLivingBase.addPotionEffect(EntityLivingBase.java:716 and then running the debugger. When you hit the break, examine your variables to see what's null but shouldn't be. Go from there.
    Posted in: Modification Development
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