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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Crafty_Angyl»

    Cool! I haven't tried it, but if they're compatible it might be fun to mix them.

    exactly what i was thinking
    Posted in: Minecraft Mods
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    posted a message on Bionisation - when viruses and bacteria come in minecraft
    Quote from ThunderB»

    Here comes rare but big update!

    Version 1.0.1:

    • Changed mechanisms of some effects;
    • Added Garlic and Garlic Bulb. Garlic Bulb can restore 2 immunity. Garlic generates everywhere;
    • Added new item called Mob Analyzer and block called Bio Transformer. With Mob Analyzer player can get mob samples which are used in Bio Transformer to prepare Battle Potions with special bacteria. Battle Potions give player some cool and useful effects;
    • Added 4 new enchantments: Bio Defence, Immunity Vamp, Weapon Defence and Effect Luck;
    • Added mechanical and some scary sounds! So be careful!
    • Fixed some effects;
    • Event and network optimisation;
    • Changed power of some effects.

    Tomorrow i will update wiki page. Enjoy :)


    tomorrow i plan to redowload forge since i just got my pc back i cant wait to try this out.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Bubuplush»

    So, I just installed minecraft just because I found this thread. I only registered here because I wanted to ask a little question and to say how awesome your mod is! <3 Really, I couldn't find any fantasy mods with interesting lore and background, cool atmosphere and impressive new monsters and crafting stuff. It seems like you created an own new world and not just a "dragons only" mod, it's like a whole new fantasy world to explore. I can't wait to get my hands on it, haha!

    My question is - will there be all or some of the other preview creatures in the first release? The models are finished as it appears, so I hope that some of the new monsters will make an appearence besides the dragons. :D


    I believe the Devs have said that the main download will be just the dragons and all the things you need to enjoy that. I think they said that in the future the other creatures will be released in add-on mods that they will be creatively. (In my mind all the water related mobs will be in a separate mod, all the air, the land etc...). Also if you like fantasy mods with lore, background, atmosphere, and cool mobs then I highly suggest the Between Lands mod. I just got into it and it is pretty cool and interesting. I'll put a link for you (and any one else) to check it out.

    Between Lands Mod:
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1441135-the-betweenlands-a-dark-hostile-environment-1-10-2
    Posted in: Minecraft Mods
  • 1

    posted a message on Bionisation - when viruses and bacteria come in minecraft

    Sounds very interesting. I might try this out when my Laptop gets fixed.

    Ever thought about space viruses? Maybe in the future you could add compatibility/support for/with mods like Galacticraft or the Galaxy Space mod and have rare extraterrestrial viruses.

    Posted in: Minecraft Mods
  • 2

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Dragonanna921»

    To those who are testers, has there been much progress lately?


    It's been slow as Kusaark said, but I'm hoping things will pick up again once the semester starts as things begin to fall into a schedule.
    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from Crafty_Angyl»


    I wouldn't go so far as to say color changing skulls should be added. Adding color to a skinned and dried skull is kinda strange and many suggestions "should" be added according to this person or that person. But it is still a really cool idea.

    The problem that I foresee (I'm not a developer) is are there separate scale items for each of the 8 skins or just 2 scale items, one for ice dragons and one for fire dragons? If there are only 2 scale items, 1 for each species rather than 1 for each skin, then it would be impossible to cycle through the colors _jeb sheep style using a dropped and scales. A new and possibly uncommon item for each skin color would have to be made and this would probably be its only purpose. Sort of like a music disk.

    The only other reason I can think of for having a scale item for each skin is for coloring dragon armor. To show off what color dragons you have slain. If you have 4 differently colored pieces of armor then everyone can see that you've slain at least 1 of each color of that species. But that could be pretty cool too. The cycling with hoppers is interesting, but for the redstone illiterate (like myself and 2/3rds of the minecraft population at large) it might be easier if we could craft or click multiple scales onto the same skull, like adding layers to a banner. Unlike a music disk, the coloring scale would probably be consumed by the process. I'm not being a nay sayer, I just think that the concept needs some tweaking to make it possible.


    Hey, remember all that chat about special skins? What if instead of a rare trophy skin or making a special system for customizing our own skins we just name them for the special skin? Like the toast rabbit and the _jeb sheep? It could be an Easter egg. That way anyone could turn their dragon into it.


    Using a dragon scale on a skull (each color has a scale) would not re color the skull but it would be as if you were putting the skin back on the dragon (as oddly as that sounds) so instead of having the actual dragon skull if you used a scale on it it would look as if you have just severed the dragons head without skinning it. I apologize if this was unclear above. And I see your point about the whole dispenser and the redstone clock thing being confusing. I was just saying that it would be cool if you could place a dragon skull down and use a scale on it to show the full dragon head of what it looked like before it was killed so players could have another really cool way to show off what dragons they have killed besides their armor.
    Posted in: Minecraft Mods
  • 4

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    I think a cool feature that should be added is that when once a player obtains a dragon skull and they place it on the ground they should be able to use a dragon scale on the skull and that would give the skull the appearance of that color dragon. I also think that adding a new scale to the skull with pop out the old one like a music disc and replace it with the old one and a dispenser could be able to place the scales onto the dragon skull. that way with hoppers, a small redstone clock, and dragon scales from the different dragons you have killed you could set up a small system wear the dragon skull and dispenser would cycle through all the dragon scale colors you have obtained.

    Posted in: Minecraft Mods
  • 3

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Merry Christmas to all the Dragon fans!

    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from JayZX535»

    One thing I'd love to see in the future (that would take a lot of coding, I know, but it's a cool idea in my opinion so I thought I'd throw it out here just in case XD) is the ability to rescue dragons. Since wild dragons clearly hate humans in this mod, there must be reason for their animosity, right? Perhaps it's because for years, hunters have been killing and trapping dragons. Dragons have learned to hate and fear humans, becoming aggressive toward them at first sight, in order to protect themselves.

    Trapped dragons could occasionally be found in villages. These dragons (usually stage one or, rarely, stage two) have been subjugated, and while they hate humans, they also fear them enough to not lash out at their captors. Usually marked with scars or other evidences of their abuse, these dragons are sold to the wealthy to raise as powerful steeds.

    A beastmaster villager could spawn by the dragon, selling a key for a hefty price. Buying the key would result in the dragon being tamed to you, as well as boosting your reputation in the village immensely. Killing the beastmaster and breaking into the cage would also result in the dragon being tamed to you, but would greatly drop your reputation with the villagers.


    This could also introduce two new game mechanics-- dragon bond and dragon karma.

    Dragon bond would be represented by a bar on the dragon's GUI. It could be both positive and negative. Dragons near the middle of the bond scale risk becoming rebellious or turning on their rider. Dragons with a positive bond have a strong friendship with their rider, and are very loyal to them. Dragons near the negative end of the scale have been subdued, and live in too much fear of their rider to consider turning on them.

    There are various ways to shift the position of this bond. Pampering your dragon with treats and toys and keeping it happy will raise the level of the bond. Leaving it without food for prolonged periods of time will slowly lower it, stopping at a point where the dragon could become rebellious (in light of Platinum's suggestion, a way to keep them from aging would have to be added-- perhaps they could be given an armor slot/slots for an amulet or something?). Using a whip on your dragon or attacking it will drastically lower the bond. This would be a cool way to let a player choose what sort of dragon rider they'd like to be-- a caring and gentle tamer, or a cruel and harsh master. Dragons rescued from the beastmaster would start out with negative bond, and would need to be treated with the upmost care in order to nurture it to a high bond if that is what is desired.

    Dragons with a very low bond could acquire scars over time to represent their abuse.


    Where dragon bond is per-dragon, dragon karma is tied to the player. Individual dragons' bond will affect karma over time. A dragon with a high bond will very slowly increase a player's karma, whereas a dragon with a low bond will slowly decrease it (rescued dragons with low bonds will not, however, lower karma, to prevent a player from immediately obtaining bad karma). Rescuing a dragon from the beastmaster will increase karma, but killing a dragon will lower it.

    Karma affects how wild dragons respond to you. At high levels of karma, wild dragons will gradually stop becoming aggressive towards the player, eventually allowing him or her to walk among them without attacking. As karma increases even further, a small chance of dragons laying eggs in the wild is added, and this chance increases with the karma level (grabbing an egg will lower karma, but remaining near it while it hatches will tame the hatchling to the player). At extremely high karma levels, it becomes possible to tame wild dragons-- starting with stage 1 dragons, and gradually allowing higher and higher levels of dragons to be tamed (each with a more expensive cost).

    On the flipside, having a low karma level will cause dragons to become even more hostile to you. Lower karma will begin to give players strength boosts against dragons, making it easier to kill them. As karma levels decrease further, low-stage dragons will begin to flee from the player. At very low karma levels, 4 and 5 stage dragons begin to spawn in the sky at random, forcing the player to constantly be on alert, but also making it easier to obtain valuable loot from dragon carcasses.


    So yeah, this would definitely be a lot to code, but I think it would be really cool to see as a future feature! It would add more of a rpg element to the mod, and it would add more impact to the choices a player makes. Players could choose who they'd like to become-- a renowned dragon rider, or a feared dragon hunter. It would also create more of an end-game goal (reaching very high or very low karma), and add different benefits depending on a player's choices.

    Just some thoughts I had :)


    Really cool idea. i support this but definitely as a far far future update. I would like to see more creatures added first lol. I really like the whole thing especially having dragons trapped in villages (maybe more common in ice villages because snow villagers already trade stuff from this mod?) but this really is a great idea for down the line. and i appreciate keeping my idea about the dragon sizes in there. while stage 4 and 5 dragons are epic i think i would rather have a stage 3 personally. :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Is there/could there/will there ever be a way to stunt dragon growth? say when i tame a dragon i don't want it growing past stage 2 or 3 because i might want a small dragon.

    Posted in: Minecraft Mods
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