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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I figured out how to create mysterious airborne squids!

    All you need to do is have a spawner that has a squid riding an invisible bat.

    If you want to create a hostile airborne squid, have them riding invisible blazes.

    And Page get.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Redstone_Fanatic


    Or, with some position / motion data, a giant volley of ghast fireballs!


    That would look more epic.

    My ghast fireball turret idea will finally be used :D

    (If you don't know what I'm talking about, look for a video by vechs on ghast fireballs, and watch the video in Thadiwyn's channel that he gives a link to.)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Idea!

    With this, you can create mobile vechian death blooms.
    Posted in: Maps
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    First of all, I want to say that this mod is amazing.

    Secondly, I had an idea for some new wands that could be added to the mod. There are only 4 wands currently, but I have thought of a way to add pver a dozen new wands to the game. This will require a modification to the tech tree, so keep that in mind..

    The first thing you will need to research is the dull combat and the dull utility wand. Each have the same recipe in the infusion alter, a wand of the aprintace in the bottom left, with 3 dull shards. The aspects required for their construction are 8 telum or instrumentum (for combat and utility wands respectively), and 16 praecanto. The dull wands act as containers for combat and utility magic to be placed into.

    Don't wory, people who have already researched wands,if you have reaserched any utility or combat wands, you will not have to reaserch the dull wands, you will automatically be given the knowledge. Once you have researched a dull wand, the wands in that category will be available for reaserch ( wether or not the wands are visible is up to you Azanor).

    Now, for the fun part, the new wands. The wands are categorized into water, fire, air, earth, and vis wands. The infusion altorrecipes for theses wands are the same as they are right now, with the exception of replacing the wand of the aprintace with the appropriate dull wand.

    Vis wands:

    Wand of equal exchange:
    This is a utility wand that is already in the game. It stays the same.

    Wand of raw magic:
    The wand of raw magic shoots out an orb of magic. When it hits a mob or a block, it damages all mobs (including the caster if you he is close enough) in a certain radius. The closer to the center, the more damage is dealt.


    Water Wands:
    (They feel left out in the current version of thaumcraft :( )

    Wand of Frostbite:
    This wand behaves similarly to the fire wand already in game. This wand has a slower time to kill, but will freeze mobs in place after a while. Against nether mobs, the wand doesn't freeze them, but it does a lot more damage.

    Wand of Water Manipulation:
    Right clicking with this wand while submerged in water will create a 3x3x3 cube of air around you, with a solid layer of blocks on the bottom. This essentially creates an air bubble.

    Air Wands:

    wand of lightning:
    This wand is already in the game and doesn't change.

    wand of gale force winds:
    Creates a gust of wind so strong it can knock down trees and other natural objects, with the added bonus of pushing back mobs. This is and AOE spell, so be careful where you cast it.

    Fire Wands:

    Wand of fire:
    This wand is already in game, and remains the same,

    Wand of light:
    This wand has the same function as the magelight spell in skyrim. You shoot an orb of light that sticks to the wall and lights up an area. The orb should last for a minute.

    Earth Wands:

    Wand of Excavation:
    This wand is already in game

    Wand of Collapse
    Point the wand at a celling, and create a cave in. It's as simple as that. It doesn't work against bedrock, so don't try to use it to get on top of the nether. It's purpose is to crush mobs. I'm not sure how practical it is, but I bet it would be fun to use!



    I have some additional ideas, but these ideas are starting points for them. What does everyone here think of my ideas so far?
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Redstone_Fanatic


    Oh yay someone besides me remembers that.

    As I recall that started the debate from Keybounce on whether stew and milk counted under plants and well yeah.


    Imagine playing inferno mines with reds rules, with matching letters.

    No beds, only things from nature, no armor, you must carry all the wool with you, only spider eyes and rotten flesh, only cake and cookies, only gold or diamond tools , and no mining stone or using stone based tools.

    The rules in italics conflict, what is the rule for that
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I missed the last 10 pages, can somebody give me a quick rundown on what has happened?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from StratMaster007

    Hey guise. Guise. Steam sale. All your money. Now.

    You can get Portal and Portal 2 for like $6.00. Get them if you haven't yet. It's worth it.







    ..on topic, which map are you most looking forward to:

    -Black Desert II completed
    -Inferno Mines
    -The UNKNOWN (#13)
    -Mini Hostile 2
    -Endless Deep II


    I think vechs mentioned that the endless deep 2 would be a mini hostile.

    My list:
    Snow map.
    Fallen Kingdom (I know vechs semi-canceled it, I still love the idea)
    Inferno mines
    Black desert 2 completed.
    #13
    Mini hostile 2.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So.

    Vak.

    Too things.


    One. Waking up download no work.

    2. If you make snow map, suggest that we turn AC on its coldest setting (in summer), and turn off the heater in the winter.

    3. I haz great grammerz.


    (I will stop now).

    On a serious note, I think it is possible to toggle downfall with command blocks. This can be used to simulate temperature, along with biome editing an spawners.

    (All of these apply to outdoor areas.)

    Examples:

    Hellishly hot:
    No water.
    No rain.
    Desert biome (or nether if you want).
    Lava.


    Hot:
    No rain.
    Maybe a small oasis
    Desert biome.


    Temperate:
    Trees.
    Water.
    Lava at a minimum
    Forest biome
    Normal rain.

    Cold:
    Snow layers.
    Taiga biome.
    Snow is kept normal.
    Pine trees.
    Ice covered lakes, possibly normal water falls that are not frozen.

    9th circle of hell (read Dante's inferno, its a fun read):
    Blocks of snow.
    Constant snow
    Lakes of solid ice and frozen waterfalls.
    Keep creepers to a minimum, when they explode, the snow blocks drop 4 snowballs each. And because snow blocks have almost no blast resistance, that creates a lot of lag.

    One final thing. It's possible to have a standard linear branching snow map that is entirely open sky. All you have to do is keep it constantly snowing, and constantly night. This can be done with command blocks and a redstone clock. This will result in a light level of 1, more than enough to spawn mobs.



    Posted in: Maps
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    posted a message on [Shop] [CTM] CTM Shop
    After looking at the series that need reviews, it looks like Inkstar will be fun to play. Expect a review sometime before January 7th.
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)

    Quote from Snakeinatree

    Best thing ever. Wow, Vechs. It is so filled to the brim with pure awesomeness that I set it as my wallpaper to savour the awesomeness every time I open the computer.

    P.S. I hate minecrafter8857 a lot and want him to die in a fire too. Actually, I want him to die in a fire, teleport into your bedrock box, and get splashed by hunger filling, regen and poison potions so that he have to endure the evil noise endlessly. In real life.



    Ummm.....


    *insert slowpoke meme here*
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Pieluvr

    ^ Agreed. How do these people even write this long? My attempt at a long passage was just 4 passages. Do those people plan their feedbacks or rants?


    To much time.

    And yay, the world didn't end!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Kiilek_Rekaur



    I've thought about it, but it would have to be in the "Game Over" area. which kinda ruins the suprise for when you DO fail.
    (Plus, no bed fo' you lol)


    Well, unless you are a complete noob, you will know if you don't have a bed, you die.

    Also, you could have another command block change the server spawn point to the game over area.
    Posted in: Maps
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    posted a message on [Shop] [CTM] CTM Shop
    With winter break on the horizon, I will be able to review a CTM series. Anyone need a review?
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I'm stunned nobody has thought of this idea yet, but I figured out a way to make nightmare relm SMP compatible.

    Its actually quite simple. All you need is a command block (hidden under bedrock so the player can't use it to spawn items), a pressure plate (above the bedrock that is above the command block), and a block of TNT that will be wired to the same pressure plate as the comand block.

    Have the command block command be

    /tp@a x y z

    The x, y, and z values stand for the x, y and z cords of the starter house in nightmare relm.

    The command block would be set somewhere far away from the map, and there would be a sign telling the players to stand on the pressure plate. When the pressure plate sends a redstone signal, it will teleport all the players on the server to the starting house. The TNT will blow up the command block, preventing it from being used again. If a player dies, he will be stuck in the spawn area.

    And that's all there is to it.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from haon7272w

    Wait a second, didn't Vechs say Inferno Mines might be out before Christmas, or by Christmas? Even if it isn't before, that still means it is nearly done...oh gosh, I have to catch up on the CTM genre XD.


    -insert slowpoke meme here-
    Posted in: Maps
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