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    posted a message on Random scattered bones
    how bout there are 3 difren bone blocks 1 for skull one for chest/arms one for legs that can lay out in a skeleton shape or be random scattered for a pile
    Posted in: Suggestions
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    posted a message on Fully Customizable Flags
    the wall placement would then be banners along the lines of say

    :White: :White:
    :White: :White:
    :White: :White:

    with the standing placement being something like say

    :Blue: :Blue: :Blue:
    :Blue: :Blue: :Blue:
    :|:
    :|:
    :|:
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    well having them teathered to a recharger block that you load with red stone like a furnace at the least makes them a problematic greefing tool wich would be your biggest problem with them specialy the iron ones sence they are suposed to be hard to kill

    as for the teathering could be a thing that they cant go more then X blocks from the power block or they shut down or go on a "battery power" mode where they can run for say 30 sec befor they shut down and wont go more then say 5 squares out of the power feild wich would be say 15X15X15 cube

    they should also beable to use ladders as by problematic programing for them im refering to making it time consuming enough that people wont realy want to do it like sifting threw a stack of gravel to convert it to flints not complex enough that you need to understand programing to set them up

    like a interface in the menu that you equip them with armor and tools that has a mob face picture and a button that lights red and green to say kill this or ignore unless attacked


    :Skeleton: :Green: :Sheep: :Green:
    :SSSS: :Red: :Pig: :Green:
    :Spider: :Green: :angry.gif: :Green:
    :Zombie: :Green: :Notch: :Red:

    :Notch: =other players that havnt attacked you recently
    :angry.gif: = other players that have attacked you recently
    :Green: = attack this
    :Red: = ignore unless attacked by this

    buttons like that also the recharge block would be made when you place the Golem replaceing the block you placed the golem on or the block under it when not chacing something it stands inside the area that its powered but not directly over the recharge block so its easyer to hide the block

    the block its self wouldnt lift able and would be destroyed if you tryed
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    well strait up limiting the number a single player can have to 4 would solve it rather nicely

    also realy if the programing is problematic enough then people wont want to many eather atleast not mass production many

    the 3 solutions i can think of are
    A: make programing then problematic and time consuming enough that no one would want to mass produce a swarm that would run around or
    B: limit each player to 4 at a time (why casue 4 seems like just enough for any one person 2 for front door 2 for Treasure guards)or
    C: make it so they cant get more then say 10 squares from the location you placed them and that they have to return every once in a wile to "recharge" making it consume a limited resorce like Redstone

    and what game is dificult not normal in japan besides its not like normal in america on MM2 isnt atleast 3X as dificult as any current gen game
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    another reason to make the programing some what of a pain to do that way people wont want to set 64 of them on a set task of phalanxing across a forest

    i am assuming your know what a phalanx is but the idea is that making and programing will be restrictive enough to keep people from mass produceing with mod powers other than to remake things like the teracotta army of the first chinese emporer

    by thew way bubble man > flash man > quick man > metal man > wood man > air man > fire/crash man (bouth are weak VS airman weapon
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    that could technicly bedone in a small area with seting up start positions and wait times just right could also have them stand in place except when they aggro something and act like statues

    ofcorse thats assuming one uses the waypoint controll method but the general idea i had was for the hearts to be rare enough that they would be used to patroll small areas or guard special areas
    Posted in: Suggestions
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    posted a message on Flame throwers
    so i read the whole thread and i have determined what your calling a flame thrower is a Bagpipe full of gasoline and yes it would destroy the game or atleast several acres of forest and a few houses

    if it were to happen id say as a trap block would be better to have a gate of fire to keep mobs well somewhat out atleast make them unhappy for trying to break in to your house

    as for fuel sorce why not a mix of slimeballs gunpowder and a bucket of water to make that posibly in a alignment like

    :Green: :GP: :Green:
    :GP: :Water: :GP:
    :Green: :GP: :Green:

    :Green: = Slimeball
    :GP: = Gunpowder (The logic behind gunpowder is that its about the only reasonably mixable with slime flamible materialin MC right now)
    :Water: = Bucket of water (water is to make it more liquid then a solid or semi solid block)

    with other uses such as a oil moat that you can light in a emergacy or to flood a unkown cave with fire and as byproduct light

    as for a Flamethrowing Trap Block preyhaps

    :cobblestone: :cobblestone: :cobblestone:
    :Iron: :Turquoise: :cobblestone:
    :cobblestone: :cobblestone: :cobblestone:

    :Turquoise: = Fuel Gel or what not
    :cobblestone: =Cobblestone or some apropreate alternitive
    :Iron: = Iron for the nozel/sprayer/igniter

    right clicking the block would rotate it to 1 of 6 positions to controll the direction of the flame

    1(starting) South
    2 West
    3 North
    4 East
    5 Up
    6 Down

    the fire is range 2 or 3 to keep it somewhat under controll as a trap
    activation can be via redstone or a direct switch
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    all that the wolf path finding program would do for them is keep them from walking of super high cliffs to much and let them make it to locations with out killing them selves to much
    Posted in: Suggestions
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    posted a message on Night Mode[Play Mode](Seggestion
    Night Mode
    3Days Pass normaly then nightfalls and never ends with the only change between night and day cycles being the loss of moon light lowering the light lvl to 2 rather then normal night 4 durring "day" phase

    progression
    Day 1
    Sun is normal all day
    Day 2
    Sun is at light lvl 10 at start peaks at lvl 12 and then at sun down is down to 8 Light is tinted Orange all day like prepetual Twilight
    Day 3
    Sun light at Day is all Red light lvl never gets over lvl 9 at sunset the sun winks out of existance just befor moon rises and the night begins

    changes
    Wood blocks can be buryed so only Top is shown and will burn for 3 game days like that
    Mobs are a little faster and spawn more oftain during Day cycle when its actualy darker
    all Mobs drop up to twice as much stuff
    Passive mobs and wolves can spawn at any light lvl but will spawn more oftain in brighter areas they will also actively avoid walking in fire
    Portals will Always have afew zombie pigmen around them if built in a big enough area
    if a portal is built on the surface it will alow Ghasts out of neather as well

    Neather will alow spawning of zombies skeletons and creepers inside not just near portals
    dungeons will potentialy have zombie pigman spawners or creeper spawners inside also no dungeon found after sun vanishes will have less then 3 spawner blocks but no more then one creeper spawner per dungeon room

    due to prepetual Night Zombies will beable to open doors and break some blocks maily those mineable with out a tool

    New Mobs
    there will be a Boss that is very strong that summons a castle into existance that has 3 basic layers
    second new mob will be a animated Suit of Iron armor with a sword

    Town Walls and Castle each layer will have several Mob spawner blocks scattered threw out it with its own mainstay types of monsters

    Town will have lots of zombie spawners in it as well as alot of buildings with large holes in the walls

    the Wall layer will have mostly skeleton spawners and will consist of a set of watch towers around the it with 4 skeleton spawners in the top of each one with Ghost knight spawners inside the towers to protect the skeletons at the top

    the main castle will have lots of all mob spawners the types of spawners will be based on what part of the castle your in at the time

    the boss will beable to heal by killing other monsters healing 1/2 the mobs remaining health

    the castle wall and town materialize within 1000 blocks of your location when the sun vanishes

    killing the boss will bring back the day for a wile but eventualy a new boss will take over the castle and remove all placed torches in the area
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    the heart would effectively be the Relic item the rest would be new parts you give the heart
    as for it droping redstone it should drop more then 1-5 probaly more along the way of the range of hiting 6 redstone ores(but only if it didnt drop a heart)

    as for cobblestone shouldnt need to drop that
    Posted in: Suggestions
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    posted a message on Antlion -=- [MOB Suggestion](Custom Graphic)
    as for how it makes its Preasance Known it could "Throw" the sand blocks its in and above it into the air and out away from it like a gyser
    thus also creating a pit to have to climb out of

    or it could create a Gap in the sand that it partialy held up and have the ability to rearange the blocks as it burrows or it could be immobile wile under ground but would need a minor tell that one is there like 4 blocks that are lowered by 1/16th of a block semi visibly

    as for Drop Venom/Acid would be acseptable but i cant think of any uses for them other than 8 acid+bucket of water making a bucket of acid you could make a moat with

    jehkoba the being up and a bout at night wouldnt be to actively hunt fresh player meat as Antlions are Ambush predators they wait till unsispecting victem#52 steps into their mandibles and then attack if they surfaced at night it would be to change location

    FFII also used them as well as i think one or more of the star ocean games and i think that Star Tropics used it to
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    as for how they would work hows this sound

    Wood Golem we have basicly covered
    its tool would besomething like a Bow to minimaly defend its self from mobs
    Life: 5Hearts
    Defence:Armor

    Stone Golems
    tool would be a map that it would fill at half the speed of players and it wouldnt try to cross water
    Life:10
    Defence:Damage taken * 0.8 + Armor Defence value

    Iron Golems would use the Wood Golems Waypoint system to set a "Patroll rout"
    its Tool slot would be for a Sword
    Life 15Hearts
    Defence: Damage Taken * 0.5 + Armor again (meaning if armor puts a .5 multiplyer on all damage taken then they take damage halfed twice or 1/4th of damage as long as armor holds out

    with the origeonal idea of the Redstone Golem that would potentialy Drop the Golem Heart needed and a Small enough Spawn rate would keep people from with out cheating making a group to defend them from mobs wile they work at night

    as for making each types replaceing the Cobblestone blocks with Wood Planks or Iron Blocks
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    he remote is a idea but thenit becomes a pack mule/auto mob finder in caves rather then a load and send to the buddy on multi player

    and keegan im not a coder all i know about programing is from lookin at a D2bot program once
    as for how it would probaly have a interface with set number of locations or it could use a filled out map to "mark" waypoints with a limited number of "marks" you could use

    or have a set of rows with number type in points that such as

    1 X___ Y___ Z___
    2 X___ Y___ Z___
    3 X___ Y___ Z___
    4 X___ Y___ Z___

    and so on for a limit of maby 8 locations with a button to indicat + or - on X and Z
    but the real trick is how long dose it stay at a location would it have a timer such as

    Wait at Waypoints for ___ seconds befor proceading to next location

    as for difrent types it could be based on material forinstance a Wood golem would be your mail man wile a Stone golem would be a explorer and a iron Golem would be a Guard

    each would have 5 equip slots for armor and a weapon or tool
    Posted in: Suggestions
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    posted a message on Vampires(intelegent mob)
    Vampires are oprotunists they would more likely takeover a cave as a "Boss" monster or move into a abandoned structure as in a building you left behind and havnt spend more then say 20% of the last 24(ingame) hours inside of

    also as cave boss or building theif they would remove torches as for burning in sunlight aside from creepers and spiders all the monsters do that vamps should just go POOF in sunlight

    unless they are from twilight then they should look like efemminate emo teenagers that tripped in a glitter factory and not deprive us the joy of killing them (and yes i had to take that shot at twilight)

    to a extent they should use tools and weapons posibly swaping between them to literaly build dungeons into caves they take over
    Posted in: Suggestions
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    posted a message on Red Stone Golem
    depending on where your delivering to/from i see it useing the wolf pathfinding program and you inputing cords for start waypoints and end
    for instance

    start location = X-234 Y73 Z345
    Waypoint1 = X-158 Y65 Z234
    Waypoint2 = X-148 Y68 Z234
    End Location = X-153 Y85 Z194
    Return to Start

    or placeable Waypoint markers and wait markers
    Posted in: Suggestions
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