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  • Mystifiedfire
  • Registered Member
  • Member for 11 years
    Last active Sat, Jan, 28 2012 22:39:33
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  • View Mystifiedfire's Profile

    2

    Aug 13, 2011
    Mystifiedfire posted a message on 1000 Things the Enderman can steal
    10. Your Minecraft password.
    Posted in: Survival Mode
  • View Mystifiedfire's Profile

    1

    Jun 2, 2011
    Mystifiedfire posted a message on Worst update
    Quote from thecreeperreaper

    that would be a nice sig, and another bad thing he could do to minecraft is turn the moon into his face, oh god! *shudders*

    I have a texture pack the makes the moon a creeper face, so even if kill them they're always watching.
    Posted in: Discussion
  • View Mystifiedfire's Profile

    1

    Jun 2, 2011
    Mystifiedfire posted a message on Worst update
    Quote from thecreeperreaper

    wait, internet memes? there are some visual one's i would be looking forward to... not porn!

    For every good meme, there are ten horrible and annoying ones.
    Posted in: Discussion
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  • View ReiFNSK's Profile

    2133

    Jul 17, 2011
    ReiFNSK posted a message on [Jul.08] Rei's Minimap v3.4_01
    Mirror (Minecraft 1.6.2)
    Rei's Minimap v3.4_01
    [Server] Login Message v0.5
    [ForgeServer] LoginMessage v0.5
    [Clinent] LoginMessage v0.5
    ModLoader SMP Enabler


    I made a new mini-map.

    Some say the authors.
    Quote from ReiFNSK »
    Please do not modifications to forcibly enable Entities radar with SMP.
    Please do not modifications to forcibly enable Cave mapping with SMP.

    It is allowed to include this mini-map in your mod pack basically.
    Please make a link to this topic and display the name of the ReiFNSK however.

    There are no plans for publishing the source file.


    Features:
    • Fast processing
    • Beautiful map rendering:
      • Expression of semitransparent blocks
      • Bump-map expression of height
      • Expression of dynamically changing lighting
      • Automatically generate the block colors from your texturepack
      • Biome color
    • Entities radar
    • Cave mapping
    • Waypoints (Can not teleport)
    • Ingame keyconfig
    • ZanMinimap frame appearance
    • Indication of slime spawning chunks (Does not work in multiplayer after minecraft 1.2)
    Download
    Rei's Minimap v3.4_01 [1.6.2] [1.6.1]
    Rei's Minimap v3.3_06 [1.5.2]
    Rei's Minimap v3.3_04 [1.5.1] [1.5]
    Rei's Minimap v3.2_06 [1.4.7] [1.4.6]
    Rei's Minimap v3.2_05 [1.4.6] [1.4.5] [1.4.4] [1.4.2] [1.3.2] [1.3.1] [1.2.5]
    Rei's Minimap v3.0_06 [1.2.4] [1.2.3]
    Rei's Minimap v3.0_02 [1.1] [1.0.0]

    Quote from ReiFNSK »

    SMP fixes of ModLoader (not Forge)
    1.6.1
    1.6.2
    zip file into mods folder.


    Mirror
    Rei's Minimap v3.4_01 [1.6.2] [1.6.1]
    Rei's Minimap v3.3_06 [1.5.2]
    Rei's Minimap v3.3_04 [1.5.1] [1.5]
    Rei's Minimap v3.2_06 [1.4.7] [1.4.6]
    Rei's Minimap v3.2_05 [1.4.6] [1.4.5] [1.4.4] [1.4.2] [1.3.2] [1.3.1] [1.2.5]
    Rei's Minimap v3.0_06 [1.2.4] [1.2.3]
    Rei's Minimap v3.0_02 [1.1] [1.0.0]

    How to Enable Cave mapping / Entities radar on SMP
    Cave mapping and entities radar of the SMP is disabled by default.
    When the server owner (using bukkitplugin/other) sets the key word to motd(login message), they become effective.
    Please set the keyword to motd referring to the following.

    &0&0: prefix
    &e&f: suffix
    &1: cave mapping
    &2: entities radar (player)
    &3: entities radar (animal)
    &4: entities radar (mob)
    &5: entities radar (slime)
    &6: entities radar (squid)
    &7: entities radar (other living)

    examples.
    All enable.
    &0&0&1&2&3&4&5&6&7&e&f

    Cavemap enable.
    &0&0&1&e&f

    Cavemap and EntitiesRadar(player,animal,slime) enable.
    &0&0&1&2&3&5&e&f

    ("&" marks color codes. If your server uses a wrapper with different codes then use this for reference).

    for CommandBook(bukkit plugin)
    `0`0: prefix
    `y`w: suffix
    `B: cave mapping
    `G: entities radar (player)
    `C: entities radar (animal)
    `R: entities radar (mob)
    `P: entities radar (slime)
    `Y: entities radar (squid)
    `2: entities radar (other living)

    examples.
    All enable.
    `0`0`B`G`C`R`P`Y`2`y`w

    Cavemap enable.
    `0`0`B`y`w

    Cavemap and EntitiesRadar(player,animal,slime) enable.
    `0`0`B`G`C`P`y`w

    It is not possible to use it with the vanilla server that cannot set motd.

    I made it for official server. / Forge server / Client(LAN Server)
    LoginMessage
    for Vanilla Server [1.6.2] [1.6.1] [1.5.2/direct] [1.5.1/direct] [1.5/direct] [1.4.7/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]
    for Forge Server [1.6.1 or later] [1.5 or later] [1.5.1/direct] [1.5/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]
    for Client (LAN Server) [1.6.2] [1.6.1] [1.5.2/direct] [1.5.1/direct] [1.5/direct] [1.4.7/direct] [1.4.6/direct] [1.4.5/direct] [1.4.4/direct] [1.4.2/direct] [1.3.2/direct]

    LoginMessage Minecraft 1.3.1 or earlier

    for Minecraft Server 1.3.1 (adfly) (goo.gl/direct)
    for Minecraft Client 1.3.1 (adfly) (goo.gl/direct)

    for Minecraft Server 1.2.5 (adfly) (goo.gl/direct)
    for Minecraft Forge Server 1.2.5 (adfly) (goo.gl/direct) (Forge / Forge+MLMP)
    for ModLoaderMp Server 1.2.5 (adfly) (goo.gl/direct) (MLMP)

    for Minecraft Server 1.2.4 (adfly) (goo.gl/direct)

    for Minecraft Server 1.2.3 (adfly) (goo.gl/direct)
    for ModLoaderMp Server 1.2.3v2 (adfly) (goo.gl/direct)

    for Minecraft Server 1.1
    for ModLoaderMp Server 1.1

    for Minecraft Server 1.0.1
    for ModLoaderMp Server 1.0.1

    for Minecraft Server 1.0.0

    for Minecraft Server Beta 1.8.1
    for ModLoaderMp Server 1.8.1

    for Minecraft Server RC2


    ChangeLog

    v3.4_01 [08-Jul 2013]
    -Fixed: not visible PlayerEntity of entity radar
    -Support: Minecraft 1.6.2

    v3.4 [04-Jul 2013]
    -Support: Minecraft 1.6.1

    v3.3_06 [10-May 2013]
    -Fixed: Lighting bug fixes

    v3.3_05 [03-May 2013]
    -Fixed: Minor bug fixes
    -Support: Minecraft 1.5.2

    v3.3_04 [20-March 2013]
    -Fixed: Exception occurs in the twilight forest

    v3.3_03 [19-March 2013]
    -Fixed: Defect of character display of waypoints

    v3.3_02 [16-March 2013]
    -Fixed: Error when generating the color of the texture

    v3.3_01 [16-March 2013]
    -Fixed: Display the coordinates of round map

    v3.3 [14-March 2013]
    -Support: Minecraft 1.5

    v3.2_06 [22-December 2012]
    -Fixed: Updates to the map when you're riding a boat or cart, etc.

    v3.2_05 [01-August 2012]
    -Fixed: Color of the leaf of "The Twilight Forest"
    -Fixed: Enemy of InvasionMod became purple color (EntityRadar)
    -Support: Minecraft 1.3.1
    -Support: Minecraft 1.3.2 (17-August 2012)
    -Support: Minecraft 1.4.2 (25-October 2012)

    v3.2_04 [23-June 2012]
    -Added: configuration of the "Preloaded Chunks" (This setting was always enabled in v3.2 ~ v3.2_03)
    If enabled, you might get a bug

    v3.2_03 [21-June 2012]
    -Fixed?: NullPointerException(ChunkData.updateEnvironmentColor)

    v3.2_02 [21-June 2012]
    -Fixed: NullPointerException in "Set Waypoint" (Default:C-Key)

    v3.2_01 [20-June 2012]
    -Fixed: Waypoint and Deathpoint
    -Fixed: Spam message when using the Forge
    -Changed: Remove the delay to the start of the minimap.

    v3.2 [17-June 2012]
    -Added: Smooth color of the grass/leaf/water of the biome border
    -Fixed: Marker is hidden when using RenderDistance of OptiFine
    -Fixed: biome

    v3.1 [24-May 2012]
    -Changed: Scrolling and rotation of a minimap were smoothed.
    -Changed: The motion of an entity radar was smoothed.
    -Fixed: An error when "sneak" is assigned to a mouse.

    v3.0_06 [19-April 2012]
    -Changed: InvasionMod's Enemy type are changed from "OtherLiving" to "Monster".
    -Fixed: NullPointerException has occured on EntityRadar if InvasionMod is not installed.

    v3.0_05 [19-April 2012]
    -Added: Darken the dead entity (EntityRadar)
    -Change: Enemy of InvasionMod became purple color (EntityRadar)
    -Fixed: PlasmaCraft liquid did not appear.

    v3.0_04 [08-April 2012]
    -Support: Minecraft 1.2.5

    v3.0_04 [25-March 2012]
    -Support: Minecraft 1.2.4

    v3.0_03 [05-March 2012]
    -Fixed?: Error: -8 and Error: 16 (Minecraft 1.2.3)

    v3.0_02 [04-March 2012]
    -Support: ModLoader for Minecraft 1.2.3

    v3.0_02 [03-March 2012]
    -Fixed: Overhead pressure plate, the reaction under certain conditions
    -Support: Minecraft 1.2.3

    v3.0_01 [14-January 2012]
    -Support: ModLoader for Minecraft 1.1

    v3.0_01 [13-January 2012]
    -Fixed: display a marker of long-distance
    -Support: Minecraft 1.1

    v3.0 [07-January 2012]
    -Added: Ability to display the waypoint on the game screen
    -Fixed: Changing how to convert lowercase to uppercase

    v2.9_02 [05-January 2012]
    -Fixed: Specify the charset encoding when saving the configuration and waypoints

    v2.9_01 [01-January 2012]
    -Fixed: Biome names were listed on large map
    -Fixed: Show dimension names

    v2.9 [12-December 2011]
    -Added: Map scale setting
    -Changed: Deletion method of waypoint

    v2.8_04 [29-November 2011]
    -Fixed: Cavemapping when using HeightMod

    v2.8_03 [28-November 2011]
    -Fixed: Spelling correction

    v2.8_02 [26-November 2011]
    -Fixed?: ConcurrentModificationException

    v2.8_01 [24-November 2011]
    -Added: Entities radar dimmed low position
    -Update: mod_ReiMinimap(ModLoader)

    v2.8 [19-November 2011]
    -Added: Largemap zoom-in/zoom-out
    -Added: Entity radar (lightning bolt)
    -Change: Largemap label
    -Support: Minecraft 1.0.0!!
    -Support: ModLoader for Minecraft 1.0.0 (21-November 2011)

    v2.7_04 [14-November 2011]
    -Support: Minecraft RC2

    v2.7_03 [12-November 2011]
    -Fixed: Mob(monster) that had been displayed EntityLiving. (1.9pre6)
    -Fixed: Could not be switched EntityLiving.

    v2.7_02 [12-November 2011]
    -Support: Minecraft Beta 1.9 Prerelease 6

    v2.7_01 [10-November 2011]
    -Added: Update check
    -Fixed: Color of water and the lava
    -Fixed: Behavior of RenderType on SMP

    v2.7 [09-November 2011]
    -Added: ZanMinimap texture
    -Added: 4 levels of opacity maps (25%/50%/75%/100%) was.
    -Added: Set the opacity of individual large map and common map.
    -Added: Grid view of the chunk
    -Change: Toggle Waypoints operation(Toggle Waypoints Dimension/Toggle Waypoints Visible)
    -Change: Key configuration screen
    -Change: Do not show the direction in which a square map.
    -Fixed?: error when generating a color from the texture blocks.
    -Readded: Entities radar
    -Readded: Cave mapping

    v2.6_01 [28-October 2011]
    -Fixed: Spelling correction

    v2.6 [21-October 2011]
    -Added?: Height MOD support? (Beta 1.9 Prerelease 4)
    -Added: Temperature/humidity is expressed as a color
    -Added: Displayed biome name in large map

    v2.5 [14-October 2011]
    -Added?: Height MOD support? (Beta 1.9 Prerelease 4)
    -Changed: The current coordinates will be set if the coordinates of a waypoint are emptied.
    -Fixed: Leaves of the rubber of RedPower 2 was gray
    -Removed: Orange coloration of the direction of the sunrise
    -Removed: Setting the direction of the sunrise (Beta 1.9 Prerelease 4)

    v2.4 [12-October 2011]
    -Added: View another dimension waypoints
    -Fixed: Leaves of the rubber of IndustrialCraft2 was gray

    v2.3_01 [12-October 2011]
    -Fixed: Disabled threading was not able to update the biome.

    v2.3 [07-October 2011]
    -Added: Sunrise direction setting.
    -Added: Minecraft Forge Support. (block color generator)
    -Fixed: Block color generator.
    -Fixed?: Roundmap looked square. (Minimap Option &--#62; MapMask Type &--#62; Stencil)

    v2.2_02 [02-October 2011]
    -Fixed: Reflection (field name), I forgot to update. (Beta 1.9pre2 only)

    v2.2_01 [01-October 2011]
    -Fixed: Block-colors generate of HD Texture
    -Fixed: Memory usage of the new RenderType

    v2.2 [01-October 2011]
    -Added: Automatically generate the block colors from TexturePack
    -Added: RenderType(Biome/Temperature/Humidity)

    v2.1[Guinea Pig version] [25-September 2011]
    -Added: Swampland biome color

    v2.0 [22-September 2011]
    -Added: New lighting style of beta 1.8

    v1.9_02 [20-September 2011]
    -Changed: Adjustment block color.
    -Fixed: In the SMP, did not work if the address of the server contains a line break.
    -Fixed: When Threading and Environment Color were enable, the error might come out.

    v1.9_01[Guinea Pig version] [18-September 2011]
    -Added: BlockColor - MC Beta 1.8
    -Added: Slightly detailed error message.
    -Changed: Put the delay to the start of the minimap.

    v1.9[Guinea Pig version] [14-September 2011]
    -Added: Options - Coordinate Type, Font Scale
    -Added: Hotkey - Waypoint List
    -Removed: Cavemapping
    -Removed: Entities Radar

    v1.8 [25-August 2011]
    -Added: Supports Minecraft Extended
    -Added: Block color of Aether V1.02
    -Changed: Slime spawning chunks was displayed only with Overworld(Dimension=0).
    -Fixed: Waypoint was not able to be loaded with SMP, except for port 25565.

    v1.7 [19-August 2011]
    -Added: Show slime spawning chunks
    -Added: Death point
    -Fixed: Scrollbar of waypoint list

    v1.6_01 [14-August 2011]
    -Fixed: Mob and Animal of the Entities Radar Options had reversed.

    v1.6 [14-August 2011]
    -Added: The color of the block was able to be specified with the file. (.minecraft/mods/rei_minimap/blockcolor.txt)
    -Changed: Organizing Options
    -Fixed: Block ID of Aether was acquired from not fixation ID but the name.
    -Fixed: When dimension move with SMP, the bug to which cavemap/entities radar was invalid is corrected.

    v1.5 [05-August 2011]
    -Added: Semitransparent indication of the map
    -Added: Show the direction of the entity (Entities Radar Options)
    -Changed: to hide the edges of the large map.
    -Fixed: Illegal waypoints file name characters "_" is replaced by
    -Fixed: Slight correction of the cave map

    v1.4 [29-july 2011]
    -Added: Cavemap support in SMP. default is disabled.
    -Added: Entities radar support in SMP. default is disabled.
    -Added: Setting of position where map is displayed.
    -Added: The transparency of entity is decided by the vertical interval.
    -Changed: Integration of modloader version and non-modloader version.

    v1.3 [25-july 2011]
    -Added: Default zoom setting
    -Added: Thread priority setting
    -Added: Fullscreen map show waypoint name when press "Toggle Zoom" (Default:Z-Key)
    -Added: Some hot keys
    -Added: Cave Map (it is disabled now in SMP) Cavemap doesn't react if there is no light.
    -Added: Entities Radar (it is disabled now in SMP)
    -Changed: Organizing Options
    -Additionally, some small changes

    v1.1_02 [23-july 2011]
    -Changed: disappear minimap while open the GUI except the minimap.

    v1.1_01 [19-july 2011]
    -Fixed: It was not possible to start when modloader was not used.

    v1.1 [18-july 2011]
    -Changed: disappear minimap while open the inventory
    -Fixed?: HD fonts
    -Added: 1.5x zoom
    -Changed(I forgot to write this): save the settings to %APPDATA%\.minecraft\mods\rei_minimap


































    Please move the rei_minimap folder to mods when shifting from v1.0
    v1.0 [17-july 2011]
    -First Release

    The FAQ is ScrollDown or click here!
    Please read the FAQ before you ask questions.


    Some epic dude called Kane_Hart made a cool spotlight video of this mod!



    Other small mods [25-March 2012]
    Sound Fix Mod (Sound changes in the vertical direction...small effect)
    [Minecraft 1.2.5]
    [Minecraft 1.2.4]
    [Minecraft 1.2.3]
    [Minecraft 1.1]
    [Minecraft 1.1 compatible AudioMod]
    [Minecraft 1.1 for comparison (Activate only while hold down the L-Ctrl)]

    back to the old color of the swampland
    [Minecraft 1.2.5]
    [Minecraft 1.2.4]
    [Minecraft 1.2.3]
    [Minecraft 1.1]
    [Minecraft 1.0.0]


    I'm not good at English,
    so,,, If I make mistakes in my English,please pardon me.
    Please tell me corrections of the menu

    Please write it in Japanese if you understand Japanese.

    もし、あなたが日本語を理解するのであれば、日本語で書いてください
    オプション画面の表記の指摘なども助かります。

    I would appreciate you informing me of any questions, comments or requests you may have.
    I may implement it
    Posted in: Minecraft Mods
  • View bakagain's Profile

    3

    Nov 1, 2011
    bakagain posted a message on Can't Change PC Background
    admit it, we all came here expecting noob screenshots of creepers in minecraft, the OP saying "WTF IS THIS?"
    Posted in: Computer Science and Technology
  • View Firehazurd's Profile

    10

    Oct 20, 2010
    Firehazurd posted a message on Mole -=- [MOB Suggestion](Custom Graphic)
    New Mob Idea: Mole

    Environment: Terrestrial, Normal to Dry environments, Dirt.
    AI: Non-Hostile, burrows in dirt and is attracted to vegetables flowers. Could spawn in any grass covered block and slowly eats crops.
    Drop: Mole Hair, can be used in potion brewing to amplify already existing improvement to mining.

    I imagine this guy being a non-hostile pest. I don't think that it should actually destroy dirt blocks as it "digs" around, but it could kill the grass on top of the path it follows so it leaves a conspicuous trail. I then makes a b-line for your garden and gobbles you azaleas! You gotta dig it's trail up to find the bugger, maybe a random chance of picking the right part of the trail, and then... whack a mole!

    Let me know what you think.




    I already have an idea for a variant. Working on the skin now.

    Variant: MagMole

    Environment: Deep earth, in the magma layer.
    AI: Non-Hostile, spawns in lava pools and can be attracted to the player if digging nearby. Slowly destroys rock blocks as it moves, pulling lava along with it.
    Drop: Magmole claw, adds improved mining to a potion as well as amplifies fire resistance.

    I imagine this sucker being a bit more of a dangerous pest. It won't actually attack you, but the tink tink sounds of you mining attract it, perhaps it sounds like the mating signal of it's species, which might bring an unexpected lava flow into your area. Mighty dangerous indeed!


    Posted in: Suggestions
  • View Namichi's Profile

    1

    Sep 14, 2011
    Namichi posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from bloodshot45

    No 1.7.3 mods will work on 1.8 unless the code has been updated to support 1.8. Wait until we release it.


    Glad to see you will be helping with the 1.8 update :wink.gif:
    Take your time, people can wait patiently or GTFO.
    Posted in: Minecraft Mods
  • View iJames's Profile

    1

    Sep 14, 2011
    iJames posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Dyzj

    Explain to me how SMP makes up for 4 months of nothing.

    SMP is nothing. I use SMP alot. But i mean could you imagine the griefers? 'oh no look what an ogre did.' still house being smashed up with tnt marks everywhere. And Its true, He's collecting Donations for Doing absolutely Nothing.

    [/Sarcasm] Also I see finally somebody understands sarcasm. Congratz. [/Sarcasm]


    my opinion sarcasm isnt funny, especially how you worded it and think everyone is a dumbshit for not noticing.
    Gtfo.
    This is a great mod, Zhark and Blood are working VERY hard, and you have no respect for them? even if its sarcasm, Your saying something bad about other people's work that they give up there own time for. Show some respect. Put your sarcasm in the Texture pack region, cause we don't want that in this section.

    Dragonhippie
    Posted in: Minecraft Mods
  • View Firehazurd's Profile

    16

    Jun 6, 2011
    Firehazurd posted a message on Goliath Beetle -=- [MOB Suggestion](Custom Graphic)
    New Mob Idea: Goliath Beetle

    Environment: Plains and rarely in jungles (they're a bit to big to navigate through trees)
    AI: Neutral, unless agrivated
    Drop: ???
    Misc: This behemoth of a beetle is a solitary creature that grazes hungrily on the sparse grasses and weeds growing in the grasslands and wastelands. It doesn't actively seek out conflict, but will gladly step up to a fight. If a player gets to close to the Goliath Beetle, it will angrily stomp it's feet and brandish it's large horn menacingly. If they player doesn't get the hint, the Goliath Beetle will likely charge.

    The beetle behaves much like a rhinoceros, charging in straight lines and trying to gore it's target with it's massive horn. It also has a lot of health and a lot of armor, so this would be a long fight.

    The Goliath Beetle would also be territorial. If another of it's kind gets to close to it, a fight is sure to happen. These battles rarely end in death, the weaker of the two giving up and ceding the territory. But it is not recommended to wander too close to these battles, as they are very dangerous.

    I think that the beetle's charge should damage and possibly destroy some weaker blocks (reeds, cloth, trees etc) but it would not intentionally aim at a target behind an obstacle.

    Still not sure about a drop. Let me know what you think! Been working on this one for a while.

    Posted in: Suggestions
  • View Firehazurd's Profile

    22

    Jan 2, 2011
    Firehazurd posted a message on Gremlin -=- [MOB Suggestion](Custom Graphic)
    New Mob Idea: Gremlin

    Environment: Inside your base
    AI: Hostile (Special)
    Drop: ???
    Misc: This is an idea that will need some work. But here is how it is at the moment.

    There is a very rare chance that your base will come earn the attention of a Gremlin. The more redstone systems and minecart routes and switchs and levers you have, the more likely it becomes. That being said, it is still very rare.

    If you do get the attention of a Gremlin, then you'll load your game one day and see a graffiti of a Gremlin face somewhere in your base. That lets you know that you have company. The Gremlin stays within a certain vicinity of you, and is very fast. It tries to stay out of your line of sight and will hide wherever it can. It is also capable of running through you (between your legs) to escape.

    While the Gremlin does not directly attack you, it can make your life a living hell. It's sole joy in life is sabotage. It will run and remove a section of mine cart track as you're riding a mine cart along, it will break a line of redstone to ruin your intricate machinery, it will break torches when you need them most, and it will shut and lock doors behind you when you need to escape. Don't leave dynamite lying around, that's just asking for trouble.

    The only way to get rid of the Gremlin is to kill it, which is no easy task. You can get the occasional good hit in as it runs around trying to escape you, but it would take a while to get it that way. Luckily, the beasties have a weakness. If you can place a record player (not sure if it should be playing music or not since it's so hard to get records) then the Gremlin will be attracted to it, since it is basically the most intricate piece of machinery that you can find. Entranced, the Gremlin will start to try to disassemble it, but will be slowed and mostly ambivalent about the player's existence. This is the perfect time to attack. Beware, if you aren't watching your record player like a hawk, the Gremlin could easily destroy it, and you would loose the diamond and the record. So set your trap, and wait patiently.

    Let me know what you think!

    Posted in: Suggestions
  • View Firehazurd's Profile

    32

    Jan 2, 2011
    Firehazurd posted a message on Dragon -=- [MOB Suggestion](Custom Graphic)
    New Mob Idea: Luck Dragon

    Environment: The Sky, specifically areas with high mountains
    AI: Non-Hostile (will defend)
    Drop: Dragon Claw
    Misc: This majestic creature would be the rarest spawn of any of the suggestions I have put forth. It should be so rare, that any given player would be lucky just to see it once.

    Spawning up in the clouds, the Luck Dragon flies around aimlessly enjoying it's life and whatnot. If a player happens to come across such a beast flitting about in the sky, he might be tempted to hunt it. He should beware, cause the Luck Dragon is a mighty creature that will fight back with it's vicious claws and fire breath. Unlike a Ghast, the Luck Dragon is fast and agile and not an easy target. The hunter should be very well prepared before attempting this battle.

    However, the rewards for victory are great. The Dragon Claw is an ultimate good luck charm. While you have it in your inventory, any ore block that you mine has a 30% chance to produce two ores and a 10% of producing three. This one charm could make you quite wealthy.

    There is a downside, of course. The claw also comes with a curse. As long as you have it, you are visible from a greater range to monsters that would do you harm. A bargain you would have to consider.

    I'm pretty happy with how this turned out. Let me know what you think.

    Posted in: Suggestions
  • View SirtyStan's Profile

    3

    Dec 27, 2010
    SirtyStan posted a message on Minecraft Capes (Achievements and customizable)
    This idea has been posted many (many) times and I'm not taking any credit for the idea (maybe for the Achievements that I thought of myself, but otherwise no). All I'm doing is collecting the idea and putting it into a single post. So I don't want any of you saying "I already posted this idea!" or "I already thought of this Achievement!", because I don't everything at all times. I want people to appreciate the fact that I'm doing this and maybe even give me suggestions.

    :VV: FORWARNING :VV:

    Even though right now I'm a low rank on the forums, I feel I have enough confidence to put in a post that will be hated by most and liked by others. I am prepared to take some heat, but don't just put down something like "Your post sucks! :soil: for you!". I want to know why you like the idea or not. Maybe you'll love it because the achievements sound great, or maybe you'll despise it because there's no point in having capes in Single Player because nobody'll be there to admire them. That's all. I've also heard that some people don't want the achievements to sound like RuneScape milestone capes, PS3 Trophies, Xbox360 achievements or Call of Duty achievements. I will admit mine DO sound a little like Call of Duty, but I want people to feel more connected to the game when first playing it (like getting the easier achievements, such as Tree Chopper I), and so they can get a little boost at the beginning, too!

    NOTE: You can only have 1 cape on at a time, and you can only change the cape after 30 minutes of play-time.

    :Diamond: Achievement Capes :Diamond:

    Now I KNOW a lot of you have already thought up this idea before, and many more of you don't approve of achievements. But what's life without a goal? I know, I know, some of you will be going "We don't need a computer game to tell us what we did was awesome or not! Because when we built a floating castle, NOTHING happened! But when we go and punch down 100 Logs, we get an award? NOT FAIR!" And others might think the game will get boring because they'll spend hours just destroying stone in hopes of getting an achievement. These achievements are meant to maybe do on the odd time (for example, collecting Logs when you need them, not just collecting Logs day-in and day-out until your inventory is full or you've completed the achievement), and not having people going all try-hard to get them. Now my idea is this:

    Once you get the achievement, you can go to the main menu and select which cape you want to use, anything between no cape at all and maybe even a clan cape. The capes section should be located in Single Player -> Capes Selection (in between the Back and Delete World options). The menu will show a box grid list (5 per row) of capes with the cape name and the bonus (if any) of wearing the cape. Non-completed capes will have the cape blackened out and the Achievement needed to unlock it. Here is my list of the capes:

    Cape Name - Design - Achievement Needed - Bonus

    Woodland Cape (Basic) - Green background with simple brown bordering - Tree Chopper I - While wearing the cape, you are granted an additional 5% faster destruction rate for Logs, Workbenches, Boats and Wood Planks.

    Woodland Cape (Casual) - Green background with log design bordering and a simple tree in the middle - Tree Chopper II - While wearing the cape you are granted an additional 10% faster deconstruction rate for Logs, Workbenches, Boats and Wood Planks.

    Woodland Cape (Formal) - Green background with log design bordering and 3 simple trees in the middle - Tree Chopper III - While wearing the cape you are granted an additional 15% faster deconstruction rate for Logs, Workbenches, Boats and Wood Planks.

    Woodland Cape (Extravagant) - Green camouflage background with log design bordering and 3 simple trees in the middle behind a Diamond Axe - Tree Chopper IV - While wearing the cape you are granted an additional 20% faster deconstruction rate for Logs, Workbenches, Boats and Wood Planks.

    Mining Cape (Basic) - Gray background with dark gray bordering - Miner I - While wearing the cape you are granted an additional 5% faster deconstruction rate for Mining items*

    Mining Cape (Casual) - Gray background with a cobblestone bordering with a Wooden Pickaxe in the middle - Miner II - While wearing the cape you are granted an additional 10% faster deconstruction rate for Mining items*

    Mining Cape (Formal) - Gray background with a cobblestone bordering with a Iron Pickaxe in the middle - Miner III - While wearing the cape you are granted an additional 15% faster deconstruction rate for Mining items*

    Mining Cape (Extravagant) - Stone background with a cobblestone bordering with a Diamond Pickaxe in the middle - Miner IV - While wearing the cape you are granted an additional 20% faster deconstruction rate for Mining items*

    Landscaper Cape (Basic) - Sand background with a simple gray bordering - Shoveler I - While wearing the cape you are granted an additional 5% faster deconstruction rate for Gravel, Sand, Tilled Dirt and Dirt blocks. Gravel also has an additional 2.5% chance of dropping Flint.

    Landscaper Cape (Casual) - Sand background with a Gravel bordering and a Dirt block in the middle - Shoveler II - While wearing the cape you are granted an additional 10% faster deconstruction rate for Gravel, Sand, Tilled Dirt and Dirt blocks. Gravel also has an additional 5% chance of dropping Flint.

    Landscaper Cape (Formal) - Sand background with a Gravel bordering and a Grassy Dirt block in the middle - Shoveler III - While wearing the cape you are granted an additional 15% faster deconstruction rate for Gravel, Sand, Tilled Dirt and Dirt blocks. Gravel also has an additional 7.5% chance of dropping Flint.

    Landscaper Cape (Extravagant) - Sand background with a Gravel bordering and a Grassy Dirt block behind a Diamond Shovel in the middle - Shoveler IV - While wearing the cape you are granted an additional 20% faster deconstruction rate for Gravel, Sand, Tilled Dirt and Dirt blocks. Gravel also has an additional 10% chance of dropping Flint.

    Farming Cape (Basic) - Dirt background with a dark green bordering - Farmer I - While wearing the cape tilling Dirt has an additional 2.5% chance of dropping Wheat Seeds.

    Farming Cape (Casual) - Dirt background with a Grass bordering - Farmer II - While wearing the cape tilling Dirt has an additional 5% chance of dropping Wheat Seeds.

    Farming Cape (Formal) - Dirt background with a Grass bordering and a block of Tilled Dirt in the middle - Farmer III - While wearing the cape tilling Dirt has an additional 7.5% chance of dropping Wheat Seeds.

    Farming Cape (Extravagant) - Dirt background with a Grass bordering and a block of Tilled Dirt behind a Diamond Hoe in the middle - Farmer IV - While wearing the cape tilling Dirt has an additional 10% chance of dropping Wheat Seeds.

    Excavating Cape - Lava background (animated) with a cobblestone bordering and a hexagon of Stone, Coal Block, Iron Block, Gold Block, Diamond Block and Obsidian block in the middle with a Steel Pickaxe in the middle of the hexagon - Master Excavator - While wearing the cape destroying a Stone, Cobblestone, Iron, Coal, Gold, Diamond or Obsidian block has a 2% chance of dropping an additional item of the same respect.

    Exterminator Cape (Casual) - Stone background with a Mossy Cobblestone bordering - Mob Hunter I - While wearing the cape Mob Spawner music will play from up to 33 additional blocks away from a Mob Spawner.

    Exterminator Cape (Formal) - Stone background with a Mossy Cobblestone bordering with a Mob Spawner in the middle behind a Steel Sword - Mob Hunter II - While wearing the cape Mob Spawner music will play from up to 66 additional blocks away from a Mob Spawner.

    Exterminator Cape (Extravagant) - Stone background with a Mossy Cobblestone bordering with a diamond of Zombie, Skeleton, Creeper and Spider in the middle with a Mob Spawner behind a Diamond Sword in the middle of that - Mob Hunter III - While wearing the cape Mob Spawner music will play from up to 100 additional blocks away from a Mob Spawner. Mob Spawners will drop a Mob Spawner block when destroyed.

    *Mining items are: Stone, Cobblestone, Mossy Cobblestone, Coal Block, Iron Block, Gold Block, Diamond Block, Obsidian, Minecart, Storage Minecart, Powered Minecart.

    More Capes to come, I'm a little short on time right now!

    :GoldBar: Customizable Capes :GoldBar:

    Will do later, right now I'm a little short on time!

    :SSSS: Clan Capes :SSSS:

    Will do later, right now I'm a little short on time!

    :bookshelf: Achievements :bookshelf:

    This is a list of possible achievements to get in the game. Once gotten, you cannot get them again without resetting the achievements (which will also reset all capes that require achievements) in the Options area. To view what achievements there are, and which ones you've completed, go to Single Player -> Achievements (located in between the Back option and the Capes option). Regular achievements you can see the name of it and the requirements needed to complete it. Secret achievements, however, only let you see the name of the achievement. You can only see the requirements needed once you've already completed the achievement.

    Achievement name - Secret? - Requirements

    Tree Chopper I - No - Destroy 50 naturally placed log blocks.

    Tree Chopper II - No - Destroy 250 naturally placed log blocks.

    Tree Chopper III - No - Destroy 500 naturally placed log blocks.

    Tree Chopper IV - No - Destroy 1000 naturally placed log blocks.

    Miner I - No - Destroy 50 naturally placed stone blocks.

    Miner II - No - Destroy 250 naturally placed stone blocks.

    Miner III - No - Destroy 500 naturally placed stone blocks.

    Miner IV - No - Destroy 1000 naturally placed stone blocks.

    Shoveler I - No - Destroy 50 naturally placed gravel, sand and/or dirt blocks.

    Shoveler II - No - Destroy 250 naturally placed gravel, sand and/or dirt blocks.

    Shoveler III - No - Destroy 500 naturally placed gravel, sand and/or dirt blocks.

    Shoveler IV - No - Destroy 1000 naturally placed gravel, sand and/or dirt blocks.

    Farmer I - No - Till 50 blocks of dirt.

    Farmer II - No - Till 100 blocks of dirt.

    Farmer III - No - Till 250 blocks of dirt.

    Farmer IV - No - Till 500 blocks of dirt.

    Master Excavator - Yes - Destroy 10 prices of naturally placed stone, coal, iron, gold, obsidian and diamond.

    Mob Hunter I - No - Destroy 1 naturally placed Mob Spawner.

    Mob Hunter II - No - Destroy 3 naturally placed Mob Spawners.

    Mob Hunter III - No - Destroy 5 naturally placed mob Spawners.

    More to come later, I'm a little short on time right now!
    Posted in: Suggestions
  • View Firehazurd's Profile

    24

    Dec 10, 2010
    Firehazurd posted a message on Moa -=- [MOB Suggestion](Custom Graphic)
    New Mob Idea: Moa

    Environment: Plains (Possible variations for other biomes)
    AI: Non-Hostile, will defend if attacked
    Drop: Feather, Meat
    Misc: Common spawn in warm dry grassy areas

    The Moa (I've taken some liberties with the design) is a huge flightless bird with many features remaining from it's dinosaur ancestry. It's carnivorous, but eats small mammals that reside in grassy areas. It's capable of move very quickly if it runs.

    The Moa would have a personality much like that of large flightless birds in real life, mostly harmless unless you irritate it.

    I'm pitching this as a controllable mount, just find a saddle and hop on! It's not a horribly complex addition to the game, but I think giving the player mobility is an addition that many people have wanted for a while. Plus, it's not a boring horse!



    Variant: Sky Moa

    Environment: The Aether
    AI: Non-Hostile
    Drop: ?
    Misc: No more than three in a small pack.

    The Sky Moa are a species of Moa that live in the Aether. They can be mounted like the normal Moa, and the only difference is that when they jump, they fall slower allowing you to glide. This would be the perfect mount for the Aether and would facilitate moving from small island to small island.

    The gliding effect wouldn't be too crazy, comparable to the chicken.

    Possibly could have normal Moa drop, or have a feather that could be used to make something like hermes shoes... but I really think that would be too over powered. Suggestions?



    Variant: Sea Moa

    Environment: The Ocean
    AI: Non-Hostile
    Drop: Fish?
    Misc: Small pods/herds

    An aquatic cousin to the Moa, these creatures long ago evolved to survive purely in the water. They are very fast swimmers and can move through water at the same speed their land dwelling cousins can move on land. The Sea Moa are tame-able and can be ridden through the high seas. However, they are extremely clumsy on land and will begin to dry out if left out of the water for too long.



    Variant: Dark Moa

    Environment: The Nether
    AI: Non-Hostile
    Drop: Meat
    Misc: Small flocks

    The Nether dwelling brethren of the Moa are very different from the normal Moa. They don't have feathers but instead are covered in a leathery skin and their wings have been replaced with arms ended in long claws. These claws are not for attacking, but for clinging to the walls of the vast caves that fill the Nether.

    Dark Moa are accomplished jumpers and can leap much higher than other animals, including humans, and can cling to the wall. If tamed, the Dark Moa can be ridden and they're wall clinging capability can be used to navigate vertically.

    I would say that their jump height would be a good 8 blocks and probably another 8 blocks long. Seriously high jumpers. In mid air, you hit a button and hold it. If you collide with another block, you will stick to it and stop moving for as long as you hold the button. While clinging to a wall, you can look around and even fire arrows. If you hit the jump button while looking around, the Dark Moa will jump in that direction.

    I think it's kinda cool.




    Variant: Cockatrice

    Environment: Forests (various)
    AI: Hostile
    Drop: Cockatrice Feather
    Misc: Solitary or Pair in dense forested areas, including jungles and seasonal and taiga (will probable make a plumage variety for each area).

    Physically the Cockatrice is identical to the Moa. It's the same size, the same strength and has the same amount of health. However, if you get caught in it's gaze, you slow down much like if you were caught in slowsand (in the Nether). This allows the Cockatrice to perform hit and run attacks on you with little effort.

    Recommend using ranged weapons when fighting a Cockatrice.

    The feathers these beasts drop can be used to make special arrows. An enemy struck by one is significantly slowed for 15 seconds. This would make it worthwhile to hunt down the Cockatrice, but of course you're putting yourself in danger.

    Let me know what you think

    Posted in: Suggestions
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