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  • Pure_Rgreen
  • Registered Member
  • Member for 12 years, 1 month, and 27 days
    Last active Sat, Sep, 29 2012 11:38:47
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  • 121 Total Posts
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  • View Pure_Rgreen's Profile

    7

    Sep 11, 2011
    Pure_Rgreen posted a message on New health system sucks
    I like the added challenge, it makes it feel more rewarding when you do something in a dungeon or a Ravine or an Abandoned mine. It makes the game harder because it was too easy before. My opinion anyway.
    Posted in: 1.8 Update Discussion
  • View Pure_Rgreen's Profile

    26

    Sep 10, 2011
    Pure_Rgreen posted a message on Hunger: A poorly thought out rant
    Personally, I prefer to have this added challenge to minecraft. It seemed too easy to me until now. =)
    Posted in: 1.8 Update Discussion
  • View Pure_Rgreen's Profile

    1

    Sep 5, 2011
    Pure_Rgreen posted a message on What makes you facepalm?
    Reading this made me facepalm. XD
    Posted in: Forum Games
  • View Pure_Rgreen's Profile

    1

    Aug 17, 2011
    Pure_Rgreen posted a message on Tell us your greatest feats/acheivements
    The first time I ever made a double door at a push of a button. XD
    Posted in: Discussion
  • To post a comment, please login.
  • View linkseyi's Profile

    220

    Jul 18, 2012
    linkseyi posted a message on [Windows] [Forge] Linkseyi's ModMaker: Create Unique Blocks, Items, Recipes, Mobs (and Models), Structures and Biomes
    Notice: I will not be updating ModMaker any longer, at least for the time being. There are too many bugs and I do not have the time to fix them. Thanks to everyone that has supported the project.

    Linkseyi's ModMaker
    for Minecraft 1.7.2

    http://www.reddit.com/r/lmm/


    v0.151 Windows - Here

    (Direct Link Below)


    Old Versions



    v0.143 - Here (MC 1.6.2)
    v0.134 - Here (MC 1.5.2)
    v0.121 - Here
    v0.116 - Here (MC 1.4.7)
    v0.113 - Here (MC 1.4.6)
    v0.105 - Here
    v0.092 - Here
    v0.086 - Here
    v0.085 - Here


    [img]https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif[/img]

    Donate to help me keep ModMaker updated!


    I have created an easy-to-use, very interactive program in Java which will generate and compile ModLoader compatible Minecraft mods without MCP setup or other installations. It currently contains features such as block creation, item/tool creation, recipes, furnace recipes, and simple mob creation (somewhat of a WIP). It is still in development, and feedback/bug reports are appreciated.

    Sandwich01 and TheBigCreeper are trusted friends... listen to them.

    I must credit the use of files from Minecraft Coder Pack in this ModMaker, http://mcp.ocean-labs.de/

    Disclaimer: Feel free to share your mods with friends, but DO NOT post any mods made with this program under the "Mapping and Modding" forum OR on PlanetMinecraft.com, especially if the mod is being hosted for profit. Including mods with maps or other creations is fine and encouraged.
    Disclamer #2: Any loss of data as a result of this program or a mod created with this program is not my responsibility (shouldn't be a problem).




    [img]http://i.imgur.com/n5DwPIv.png[/img]


    Features Overview


    Incomplete list of program properties and their descriptions. Some are missing.


    Items/name/The name assigned to this element. This is used primarily in code. See displayName.
    Items/displayName/Name to be shown in the inventory tooltip.
    Items/texturePath/The path to the directory of the item texture.
    Items/foodLevel/The amount of half-haunches replaced uponeating.
    Items/toolType/The tool type that this item will have.
    Items/toolMaterial/A custom tool material(See New Item > Tool Material).
    Items/maxStackSize/The maximum amount of this item thatone stack can hold.
    Items/creativeTab/This item's creative tab.
    Items/armorType/The armor type that this item will have.
    Items/armorMaterial/A custom armor material(See New Item > Armor Material).
    Items/saturation/The saturation value of this item.Only applies if foodLevel > 0.
    Recipes/upperRight/The item or block in the corresponding inventory slot.
    Recipes/upperCenter/The item or block in the corresponding inventory slot.
    Recipes/upperLeft/The item or block in the corresponding inventory slot.
    Recipes/middleRight/The item or block in the corresponding inventory slot.
    Recipes/middleCenter/The item or block in the corresponding inventory slot.
    Recipes/middleLeft/The item or block in the corresponding inventory slot.
    Recipes/lowerRight/The item or block in the corresponding inventory slot.
    Recipes/lowerCenter/The item or block in the corresponding inventory slot.
    Recipes/lowerLeft/The item or block in the corresponding inventory slot.
    Recipes/outputNumber/Amount of result created by this recipe.
    Recipes/output/The output block or item.
    Recipes/shapeless/Whether this recipe requires a definite shape.
    FurnaceRecipes/input/Input value for the furnace recipe.
    FurnaceRecipes/output/Output value for the furnace recipe.
    FurnaceRecipes/outputNumber/Amount of output created per smelt.
    FurnaceRecipes/experience/Factor of experience generated from this recipe.
    Mobs/spawnProbability/Likelihood of a group of mobs spawning.
    Mobs/minPerChunk/Minimum amount of mobs spawning.
    Mobs/maxPerChunk/Maximum amount of mobs spawning.
    Mobs/creatureType/Creature spawn mechanic.
    Mobs/modelType/Type of mob render model.
    Mobs/texturePath/Texture to be rendered on mob.
    Mobs/moveSpeed/Speed of the mob while walking.
    Mobs/attackDamage/Amount of half-hearts dealt by monster.
    Mobs/maxHealth/Amount of half-hearts in a monster's health.
    Mobs/drop/Mob drop upon death.
    Mobs/dropQuantity/Amount of drop dropped.
    Mobs/despawn/Whether this mob will despawn when unloaded.
    Mobs/biomes/Biomes to spawn this mob in. If none are selected, it will spawn in all.
    Mobs/spawnNaturally/Speed of the mob while walking.
    ToolMaterials/harvestLevel/The corresponding material this tool will harvest with.
    ToolMaterials/maxUses/Amount of tool uses.
    ToolMaterials/efficiency/Break speed.
    ToolMaterials/entityDamage/Amount of damage dealt to mobs.
    ToolMaterials/enchantability/Likelihood of high enchantment.
    ToolMaterials/repairMaterial/Block or item this tool will repair with in anvils.
    Armor/renderPath1/The texture file used to render this armor on a player. (Find in game files).
    Armor/renderPath2/The texture file used to render this armor on a player. (Find in game files).
    Armor/enchantability/Likelihood of high enchantment.
    Armor/resistance/Overall resistance top damage.
    Armor/helmetReduction/Helmet resistance modifier.
    Armor/plateReduction/Plate resistance modifier.
    Armor/legsReduction/Legs resistance modifier.
    Armor/bootsReduction/Boots resistance modifier.
    Armor/repairMaterial/Block or item this armor will repair with in anvils.
    Structures/schematic/The MCEdit .schematic file to use as a structure generation.
    Structures/replacement1/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement2/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement3/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/replacement4/Any blocks in the schematic with the given ID will be replaced with the given block.
    Structures/rarity/Rarity of this structure's generation.
    Structures/maxHeight/Maximum height at which this structure will generate if not on surface.
    Structures/genOnTop/Whether this block will generate on the first layer of air.
    Structures/generateNaturally/Whether to generate on chunk gen.
    Structures/biomes/Biomes which this structure can be generated in.
    Biomes/color/Biome color (used in generation algorithm).
    Biomes/biomeId/Identifier for this biome must be unique.
    Biomes/topBlock/The top level block that this biome generates (such as grass).
    Biomes/fillerBlock/The filler blocks that generate under the top block (such as dirt).
    Biomes/minHeight/Minimum generation height.
    Biomes/maxHeight/Maximum generation height.
    Biomes/minTemperature/Biome temperature.
    Biomes/maxTemperature/Biome rainfall.
    Biomes/disableRain/Whether rain is diabled in this biome.


    Installation/Creating Mods



    Installation

    To install Linkseyi's ModMaker, download the zip file hosted on this forum thread, and extract it to a permanent location. To run the program, open Linkseyi's ModMaker.exe or ModMaker.jar.





    Generating and Installing Mods

    Once you have created your mod to your specifications, you can generate a mod jar by clicking the "Generate" button and selecting a destination.

    To install your mod:
    1. Download the recommended FML installer from http://files.minecraftforge.net/
    2. Run it. It will create a new profile in your .minecraft/versions/ folder.
    3. Copy the output Jar file from the destination folder to the /mods/ folder within .minecraft.
    4. Run Minecraft with the Forge profile.

    Tutorials


    Official Tutorials:
    www.youtube.com/TheRollingCubes



    Changelog

    Changelog available in download.




    Banners

    [img]http://i.imgur.com/4VjSA.png?3593[/img]


    [url="http://www.minecraft...imple-gui/"][img]http://i.imgur.com/4VjSA.png?3593[/img]
    Made by me.








    [img]http://i.imgur.com/aYsVZ.png?2911[/img]


    [url="http://www.minecraft...imple-gui/"][IMG]http://i.imgur.com/aYsVZ.png?2911[/IMG]
    Made by TheBigCreeper.







    Direct Link: Here
    Posted in: Minecraft Tools
  • View Risugami's Profile

    4734

    Nov 8, 2010
    Risugami posted a message on Risugami's Mods - Updated.
    Everything updated for 1.6.2. The mods directory will now be located in the same directory as minecraft jar, unless the default game directory is changed, where it will act like it had on older versions.

    Read this entire post. All of it. Downloading the mods means you agree to the disclaimer. You can skip the FAQ, but if you have an issue, consult it first, before consulting us. If you have an issue answered in the FAQ or this post itself, we won't help you. At all. We reserve the right to ignore dumbasses who do not pay attention to the big bold text. Completely and utterly, ignore them. To all of you who are good boys and girls, I suggest you ignore them too, should they post.

    Modding now has its own IRC channel on esper.net, #risucraft.

    Disclaimer: These mods require altering minecraft.jar, and SMP may not work with these mods installed. Some of these mods add new content, do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, or your copy of Minecraft. That said, backup your worlds and bin folder!

    Frequently Asked Questions
    Q: What is ModLoader?
    -A: http://tiny.cc/PAIN
    
    Q: Where is ModLoader?
    -A: http://tiny.cc/PAIN
    
    Q: How do I install ModLoader?
    -A: http://tiny.cc/PAIN
    
    Q: Why did you link me that image?
    -A: Because you can't read. What part of "read this whole post" did you not understand?
    
    Q: Why does my game freeze on the loading screen?
    -A: The most likely answer is you forgot to delete META-INF, or your archive tool didn't want to delete it.
    
    Q: Why does my game black screen?
    -A: There are a number of reasons this could happen, the most likely is that you're trying to play alpha through the browser. Mods don't work with the browser version. I do not care about black screens. Get me the error log. Follow the instructions under the "Linux / Other" download on www.minecraft.net. This applies to all OS.
    
    Q: Do these mods work with [older version]?
    -A: No, they are designed for Minecraft 1.6.2.
    
    Q: The AudioMod description hurt my head, is there some kind of readme that explains it in better detail?
    -A: Not yet, so, in the meantime, feel free to contact me about it in IRC, and I will help.
    
    Q: How come 7z throws out "Not implemented" OR WinRAR gives me an error when I try to add stuff to the jar?
    -A: Update 7-Zip or close Minecraft.
    
    Q: How do I uninstall the mods?
    -A: You restore from a backup of minecraft.jar, and in case you didn't back it up, delete the version file in the bin folder, and Minecraft will redownload everything.
    
    Q: What does input == null mean?
    -A: You failed to read instructions, try again...
    
    Q: java.lang.NoClassDefFoundError: ...?
    -A: You failed to read instructions, try again...
    
    Q: java.lang.SecurityException: SHA1 digest error ...?
    -A: You failed to read instructions, try again...
    
    Q: java.util.zip.ZipException: invalid entry size?
    -A: Stop using that bad program and get a real one! Like 7-Zip or WinRAR!
    
    Q: java.lang.UnsupportedClassVersionError: Bad version number in .class file?
    -A: Update java. On mac? Too bad.
    
    Q: java.lang.UnsupportedClassVersionError: ______ : Unsupported major.minor version 51.0
    -A: Either get JRE 7 or tell mod creator to not use JDK 7.
    
    Q: How can I best contact you?
    -A: In the channel #risucraft, on the esper.net IRC.
    
    Q: What if this FAQ doesn't solve my problem or answer my question?
    -A: Then you can post, or contact us, preferably on IRC.


    Installation
    New Launcher
    1) Run the latest launcher and download 1.6.2
    2) Go to %appdata%/.minecraft/versions
    3) Copy the directory named 1.6.2 and paste as 1.6.2ML(you may name however you please, but everything must match) so there are now two copies.
    4) Enter new directory and rename the jar and json files to match the directory.
    5) Open the json file in your prefered Notepad program and change:
    "id": "1.6.2",
    to
    "id": "1.6.2ML",

    6) Now with the jar you should do the steps below under Windows starting at number 3.

    Old Launcher
    Windows:
    1) Open up %appdata%, if you don't know how to do this, start>run, then type in %appdata%
    2) Browse to .minecraft/bin
    3) Open up minecraft.jar with WinRAR or 7zip.
    4) Drag and drop the necessary files into the jar.
    5) Delete the META-INF folder in the jar.
    6) Run Minecraft, enjoy!

    Macintosh:
    1) Go to Applications>Utilities and open terminal.
    2) Type in the following, line by line:
    cd ~
    mkdir mctmp
    cd mctmp
    jar xf ~/Library/Application\ Support/minecraft/bin/minecraft.jar

    3) Outside of terminal, copy all the files and folders into the mctmp directory.
    4) Back inside terminal, type in the following:
    rm META-INF/MOJANG_C.*
    jar uf ~/Library/Application\ Support/minecraft/bin/minecraft.jar ./
    cd ..
    rm -rf mctmp

    5) Run Minecraft, enjoy!

    If you're feeling generous, feel free to donate! Or if you'd rather not spend your own money, you may click the Adfly links below and wait 5 seconds, then skip the ad.
    Click Here
    The Mods
    Dropbox Index

    ModLoader 1.6.2
    A mod, kind of like a mod manager, that stops conflicts with mods that alter rendering, recipes, add entities, gui, smeltables or fuel. If you're a modder, feel free to decompile this and learn how to make mods work with it. Inherit BaseMod and override any methods as necessary. The mod's main class file should be prefixed with 'mod_'. Read the Javadoc for information on methods available.
    Download (Adfly) Download (Direct) Decompile Fixes MCP Mapping Javadoc Old Versions

    Elemental Arrows 1.6.2
    The Elemental Arrows mod adds four new types of arrows; explosive arrows, fire arrows, ice arrows, and a joke weapon, egg arrows.. They are crafted the same way as normal arrows, but the head is replaced based on the element; gunpowder for explosive, coal for fire, snowball for ice, and egg for, well, egg. Crafting an explosive arrow only gives you one arrow, and it explodes upon impact. Crafting a fire arrow gives you one arrow, that will ignite stuff upon impact. Crafting an ice arrow gives you one arrow, that will freeze water into ice, lava springs into obsidian, put out fire, and break torches. Egg arrows spawn chickens upon impact with the ground, but there's a secret too. Lightning arrows strike lightning where ever they hit, use diamond in recipe. Homing bow recipe is same layout as regular bow, but diamond instead of sticks. Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions

    More Stackables 1.6.2
    This mod makes saddles, doors, and signs up to 8 in a stack, minecarts and boats up to 4 in a stack. This is great for storage and for using workbenches, chests, or furnaces, as you no longer consume your food! Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions

    Sign Tags 1.6.2
    Type [time] into a sign, and it will show the current time. You can also type [x], [y], or [z] and find the current position of the sign in regards to that axis. [a|b] is a redstone input function for signs, where text replacing 'a' will be shown when the sign is powered, otherwise 'b' is shown. Type [light], and it will show you the current light level of the sign's position. [biome], [temp], [humid] each tell you the biome you're in, the temperature of that area, and the humidity of that area, respectively. [temp], [humid] will no longer function in Nether.
    Download (Adfly) Download (Direct) Old Versions

    Death Chest 1.6.2
    When you die, if you have a chest in your inventory, it will be placed where you die, or in the closest available spot. The chest will be filled with as many items as possible. Items stored in the crafting slot are still lost, as usual, and any excess that won't fit in the chest will be dropped.
    Download (Adfly) Download (Direct) Old Versions

    AudioMod 1.6.2(Not updated for now)
    AudioMod is an upgrade of sorts, and a modder's utility. Included in this mod is CodecIBXM, created by Paul at www.paulscode.com, who is the creator of the sound system used in Minecraft. It allows Minecraft to play (in addition to ogg, wav, and mus files), xm, s3m, and mod files. The only readily available feature of this mod is the ability to add new music, however, it adds support for modders to add new records and sound effects. There is a slight increase in load time when using this mod. Using this, you can also use custom sounds, alongside the originals. Custom music and sound goes into the resources folder, music in mod/music. Custom sounds go into mod/sound. For example, if I were to add a new footstep sound effect to stone, I'd put the new stone1.ogg in mod/sound/step. In game, the new sound would occasionally be played, alongside the originals. Custom sounds for things like the menu click and water do not always work, at the moment.
    Download (Adfly) Download (Direct) Old Versions

    Floodgate 1.6.2
    Floodgate block can be used as either a floodgate, allowing toggleable water and lava falls, or as a trapdoor. When you place the floodgate control block, it will place a gate in front of the control block in the direction you are facing. Applying redstone power to this will remove the gate. Use the control block to open the GUI where you can place supporting blocks that will replace how the gate looks. Requires ModLoader 1.6.2.
    The recipe:
    :stone: :stone: :stone:
    :stone: :Red: :stone:
    :stone: :stone: :stone:
    Where :Red: is redstone.
    Download (Adfly) Download (Direct) Old Versions

    Spawner GUI 1.6.2
    Adds a GUI to all mob spawners, that will allow you to pick what mob to spawn. I also reallowed mining spawners. You can disable spawners with redstone aswell. Should be compatible with all mobs, but don't expect the mobs with special spawn conditions to work everywhere. Animals require grass, Monsters require darkness, Slimes require being in their special chunks, and 0-16 depth. Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions
    Picture:


    Block Distortion 1.6.2
    This mod is just an experiment. Everything that is 3D (Mostly noticeable on blocks) has a random distortion. Known issues include: Clouds randomize as they move across the sky, held items look rather odd, and GUI elements may be screwed up. I don't recommend using this mod long.
    Download (Adfly) Download (Direct) Old Versions

    Griefer Creepers 1.6.2
    WARNING BACK UP YOUR WORLD BEFORE INSTALLING
    This mod changes how creepers attack. Instead of blowing itself up, It will disappear and launcher 100 arrows straight into the air, which will rain down on the landscape. These arrows will be 25% fire arrows, 75% explosive arrows..
    Download (Adfly) Download (Direct) Old Versions

    Recipe Book 1.6.2
    This item when used opens up a GUI of every recipe that can be done. The items can not be touched, but you can read tool tip. Left click moves to next recipe. Right click moves to previous recipe. The recipe for recipe book is 1 book, 1 ink sac. It's a shapeless recipe. Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions

    Shelf 1.6.2
    Ever wanted to store your items in a way you can see them? Here you go. This block allows you to add up to 9 items to it and the items you put in are shown in the world. Requires ModLoader 1.6.2.
    Recipe is:
    :wood:
    :wood: :wood:
    Download (Adfly) Download (Direct) Old Versions
    Picture:


    Biosphere 1.6.2
    This is a new generator. You may select this generator in More World Options when creating world. In this generator, the world is made up of massive spheres with glass domes. Inside these spheres are random biomes. There is a random chance of a lake being placed in the center of each sphere. Usually water, but rarely lava. Bordering this lake you will find sand for water, or gravel for lava. Connecting each sphere is a wooden bridge with fence rail. Beside each sphere is a smaller sphere, which is where you will find diamond and lapis lazuli. These ores only occur here, the others are equally spread throughout the spheres. The cave generator used here is a modified Nether cave generator, where like on the surface, will generate lava below a certain level. if this lava reaches the outside, an obsidian wall will be made to hold it in. Many options can be changed in ".minecraft/config/Biosphere.cfg". Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions
    Picture:


    Armor Stand 1.6.2
    This block will give you a place to show off your armor. Just place the block and right click on the platform. You can choose from a selection of skins to hold your armor, as well as have it stare at you, constantly. You may also change the texture of platform by putting block in the last slot. Known issues include: placing a block inside of dummy, standing on its head, possible inability for mobs to path around it. Recipe is 3 solid stone blocks along bottom, with 2 sticks in the middle. Requires ModLoader 1.6.2.
    Download (Adfly) Download (Direct) Old Versions

    More mods to come!
    Posted in: Minecraft Mods
  • View WooTz's Profile

    8

    Jun 2, 2012
    WooTz posted a message on New Game Mode/World Type(post-apocalyptic)
    I'm not sure if this should be a new game mode, or a new world type, i will explain:
    This should be a new game mode(difficulty) and world type, like, you can choose the difficult "post-apocalytic", but play in a normal seed, this way the world will be normal, but the rules of the "post-apocalytic" will be used, like, only zombies and skeletons will spawn, no animals, dark and red environment lightning and etc; or choose a normal difficulty(easy, medium, hard) and play in the "post-apocalytic" world, and if you want a full experience in a post-apocalytic gameplay, you can choose both.

    Those new temples spawning in deserts and in the forests gave me an idea, also Terraria and Bastion inspired me a bit.
    A GM/WT that starts in a post apocalyptic world, and you should "rebuild" the world to survive. I think its closer to Word Type, so i will tell this as world type.

    -First you choose game mode: post-apocalyptic(or survival/hardcore/creative)

    -Then you choose the world type: post-apocalyptic.

    The world:
    (A small scratch model of the idea, the green background is not part of it)




    -In the post-apocalyptic world, the world surface would be almost empty, with dirt blocks, stone, debris. There should be almost no trees, no animals, and at the first days only zombies(and skeletons maybe) should spawn. The player will find a tree or two, but without leaves, only the logs. The dirt blocks around the world would have no grass. And to eat, you should search in the debris/dungeons/half destroyed temples/half destroyed villages for food.

    -Villages should spawn more commonly, but half destroyed and abandoned, and should be the most common source of food for the first days. The chests in the villages should contain food, wheat seeds, wooden hoe, and rarely pumpkin/melon seeds and leather equips.

    -The sky and the surface lightning at day should be a bit more darker and red, like if its full of smoke and fire.

    -Jungle temples should have saplings of a random kind,and grass blocks inside the chests, and some food like apples. So your first objective should be place the grass block and let it spread over the world, and as the grass grows, you plant the saplings and starts to rebuild the first flora.

    -Darkmagic101 said something very important that i forgot:
    No mobs should burn during the day light, except in the "recovered" areas(areas where the sky and the environment are normal, have some grass and trees)

    -Seeds and trees should have less chance of survive in "non-recovered" areas, and more chances of grow in recovered areas.

    Ideas for Rebuilding and repopulating:
    -The world should getting "harder" as you rebuild it. Like, if you have at least 1 chunk covered with grass, skeletons and enderman's should start spawn. But as the grass spread and more trees are planted, the sky and the environment start to become normal and brighter, like if the flora starts to purify the world as it grows.

    -To repopulate the animals, you should start mining(the underground should be generated normally), find temples below the surface, like the temples in the surface, but more dungeon/abandoned mines alike. Those temples should be rare, and have a chest with a random animal egg(no aggressive mob eggs like spiders), and random stuff, like food, saplings, seeds for start farming and equips. No mobs should spawn in those temples.

    -Dungeons should be the same, but some times the dungeons chests would have a aggressive animal egg to(spider or creeper).

    -Once the player throws it, a message appear "The animal/mob has been repopulated." And then they start spawn normally around the world surface.

    -Cave spiders and slimes should spawn normally, as the live in the underground they has been not affected by the mysterious apocalypse, as the other mobs that spawns in the underground.

    Villagers:
    -To repopulate the villagers, the player should have some chunks covered with grass, trees planted and fully grown, and at least 2 animals repopulated. Once the player has it, the next time he sleep, he should wake in the middle of the night, and see villager inside his house, but this event only happens if the player house has a source of light, like if they where distant, but was attracted by the light.

    -The second villager, should be found in the same way, but as the player finds the second villager, no more villagers will spawn(except if one or both of then dies), the player will need to make then gave birth, building more houses, like it is actually.
    =================================================================================
    or as suggested by JStall91 with some changes:

    The villagers maybe be found in underground as if they went down there in search of protection from the apocalypse, like some of then know what was about to happen, maybe a prophecy. So the player sometimes should find a group of villagers in some kind of bunker, maybe an acient bunker with weird symbols like the ones from enchantments, telling about the prophecy and the apocalypse.
    =================================================================================
    -When the 5th villager born, creepers starts to spawn naturally in the surface(unless an egg has been throwed before), like if the villagers attracted creepers from afar.

    -If a village has 4 houses occupied with villagers, spiders starts to spawn naturally in the surface(unless an egg has been throwed before), like if houses attract spiders.

    -Iron golems should spawn normally as the number of villagers grows.

    Not possible right now, but would be nice:
    -If the player give food(trading) to a villager, that villager should start work to that player, or help him, like farming the crops and placing then inside the players house.

    -If the player give materials to a villager, or builder villager as they have professions, that villager should start build houses, walls, stuff like that, and if theres no sufficient materials, they will continue building when the player give to then more materials, better if the player can choose what he will build.

    -If they implement some autonomy to the villagers, they would build houses,chop and plant trees, collect materials for their buildings, mining, farming, all by then selfs.

    Another ideas of post-apocalyptic inspired by some redditians:

    - New biome, "ruined city"(self explanatory), think in this biome, in a large biome world

    -More post-apocalyptic world types:
    *Completely frozen world due the lack of sun
    *Overrun vegetation world + new biome, "ruined cities", like the movie "I'm a legend"
    *Awash world, few islands, "ruined city" biomes under water.

    -End-


    Have reddit account?
    Check the discussion about it there to, and don't forget to upvote if you like:
    http://www.reddit.co...ostapocalyptic/
    Tell me if you liked it, or what you would change. Also, if theres a mod for this, please tell me.
    Posted in: Suggestions
  • View VincentDurial's Profile

    2

    Feb 19, 2012
    VincentDurial posted a message on Map placement
    I'd personally love to see maps hangable on walls, as I've seen appear a few times in this forum, but I also would like to expand on this a little:

    I'd like to be able to place maps on horizontal surfaces, basically any full block, so that I can lay out a map of the world on a table.

    The only other interaction I'd like to discuss would be the possibility of placing, say, two different coloured markers on the map. If I had a map placed on a table, I'd like to be able to mark places of importance, say, a valuable mineral deposit or crevice that I'm interested in exploring. Say the markers were a little red flag and a little yellow flag, and they worked like this;

    -place map on surface
    -right click on map to place a red flag
    -right click on map to place a yellow flag
    -right clicking again would remove the first red flag and place it at new location
    etc.

    This would give me new purpose.
    Posted in: Suggestions
  • View wheatley198's Profile

    4

    Feb 8, 2012
    wheatley198 posted a message on Craftable Torture rack
    you are a sick, brilliant person
    Posted in: Suggestions
  • View minepenguincraft's Profile

    3

    Jan 22, 2012
    minepenguincraft posted a message on Slime updates
    Quote from gypsyblackmagic

    Hi guys, after a huge wave of support on my THE CREEP thread, i made a new one about slimes.

    SLIMES.

    So, little slimes cant hurt you right? Well thats boring and underpoered, so i believe that ALL slimes, big and small should merge with other slimes to form larger slimes. There is no limit to their maximum size. They are only stopped by runing out of slimes to grow and space to grow in. Huge slimes have the health and damage of all slimes they have eaten combined






    But It still Sucks,
    Posted in: Suggestions
  • View Krova's Profile

    4

    Sep 18, 2011
    Krova posted a message on MODIFIED version of Minecraft
    FAKE, VIRUS, STAY AWAY.
    Posted in: Survival Mode
  • View Leosanims_Studios's Profile

    2

    Aug 17, 2011
    Leosanims_Studios posted a message on Tell us your greatest feats/acheivements
    well... i made a dirt house.
    Posted in: Discussion
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