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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Quote from TheReasonWhyGuy

    Well I'm already sort of doing this.
    Releasing a build for public testing takes just about as long as releasing it for play.
    I'm taking public opinion and changing accordingly.

    "Right now it's mostly your judgement going into the mod"
    THIS is the line that bugged me.

    I've spent a ton of time working on this mod.
    It's easy to come up with ideas, however implementation is not.
    I take your ideas happily, however don't come at me with that attitude.
    I may open the mod to the public, however that's only once I'm done with it.

    Tone can be misconstrued in written form.
    I hope you can see what your tone seemed like to me.

    Take care


    No, I don't care whether or not my ideas get implemented, and even if they did, it's still mostly your judgement that decides the mod. I'm saying that you should have second opinions, I'm not saying anything about ideas and implementation.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    I really think you need to get a team of testers to play your builds, test out new features, and refine the mod so that it seems congruent with the vanilla game and it makes sense. Right now it's mostly your judgement going into the mod, and I think it'd be the best if you had other people who played the mod constantly and could give different opinions or ideas that fit to make your mod more well-rounded.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    How was mob drops changed?
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    You should consider texture packs, if things are just coded recolors, people can't customize how items look. Can't you just add another sprite sheet?

    Also, you should change how you place paintings. Either a different crafting recipe for each painting, or being able to cycle through paintings by right click rather than having to break it and get a random one until you get the right one.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Quote from TheReasonWhyGuy

    If I add ores for making gunpowder, I would prefer adding all the ingredients of gunpowder : /

    That's fine!
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Again, I think sulfur ore should be the main method of getting TNT rather than creepers.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    To be honest, I'm not sure about iron being in the chest recipe. You really don't need iron to make a chest in real life, it seems to be mostly a visual thing.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Make it so zombies are immune to knockback, and slow/grab the player on attack. I think that should easily make them a bit more difficult to deal with.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Work on generation soon :v
    Also, you should change how tree growth works. It starts as sapling, then a 1 high tree, then two high, etc and it slowly grows into a massive tree if it has room, but it takes a long time.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    MoreSurvival is a decentname methinks. I don't like names with "craft" in them :v
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    I would also consider changing the name. The mod is less and less tweaks and the changes you are adding are more and more game-changing!
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Something I liked about Dwarf Fortress was that your fortress was built out of neccessity and there was a lot of roles that had to be filled. In minecraft most of your base is just aesthetics. It would be cool is monsters and thieves and stuff would try to get to you, raid your chests, and try to kill you rather than just stand around and wait for you.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Here's an idea for how alchemy should be revamped:
    Cauldrons are used for alchemy. You fill the cauldron with water and then you can dump in ingredients. Ingredients however have a chance to dissolve and not take effect (And the weaker the ingredient the more the chance of it dissolving). The potion variety you get (IE how strong it is, how long it lasts, or the small chance that it explodes in your face) is random. Making the potion you want will involve trial and error, but once you do you'll have a cauldron full of the wonderful (or deadly) magic juice that can be used to fill about 9 or so potions.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Quote from TheReasonWhyGuy


    Then make it so it takes 4 bones to make 1 bonemeal :)

    As for breading nerf, that's something I'll think about later.


    I think the best way to nerf bonemeal is to make it so each bonemeal increases the plant by one stage.
    Posted in: Minecraft Mods
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    posted a message on TweaKrafT [1.5.1] UPDATED!
    Before you "finish" the mod, you should definitely nerf bonemeal. Jesus, it's so overpowered.
    And breeding (Go with my infertility disease thing!)
    Posted in: Minecraft Mods
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