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    posted a message on New Nether... Survive This
    Ok, well, here's a crazy nether idea.

    Say you're walking across your bridge on one of the many lava lakes in the nether, when you begin to hear a low atmospheric rumbling sound. Suddenly, inches from you, a massive pillar of glowing lava gushes straight upwards. Your screen shakes, there's a loud roar, and a flash of light. Then you realize that the entire lava lake you are on is just boiling with these pillars. Volcanic ash begins to fall like snow and pile up everywhere, behaving like, well, snow. These "volcanic storms" would be the Nether's "weather", what with the new weather system turning up in 1.5.

    Breakdown:
    Lava Geyser
    on lava lakes, the game calculates where lava is more than 3 blocks deep, then at random intervals causes multiple lava blocks to spawn straight up, in pillars that are 1x1, 2x2, and on rare occasions 4x4, but with the corners taken off. Heights are random too, but the bigger the diameter, the taller they go. upon "peaking out" lots of the blocks despawn and the rest behave as if they were sand blocks and fall straight back down into the lava from whence they came. These always make a rather loud sound when they roil up, but the closer you are, the louder it is, and the more your screen shakes. Also, standing too close will get you blinded with a flash of light which is not actually light, but a screen effect like what happens when you go underwater.

    Ash Fall
    After a "storm" passes, these greyish blocks, which look and behave like snow, will despawn after a time, but before they do that, they can be collected with a shovel.
    Posted in: Suggestions
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Yay feedback. Stuff I can actually work with.

    First off, I'd like to say that I kind of felt that the Aether represented a bit of an "endgame". Like the story of Dante's inferno, The protagonist has endured life on the "overworld", found his way into hell, survived it and transcended to heaven, yet his trials only become harder. As such the items here should represent something the player has truly earned by right of endurance. Sure people will hack, and min/max, and cheat, but this isn't about the people who don't play the game to play it. This is about the people who play to savor the world, get gnawed on by zombies, hunt feverishly for diamond, and punch the **** out of some farm animals. This is about people who play minecraft.

    Quote from GreyAcumen »
    I didn't miss it. I just didn't really have anything supportive to say. your idea about crystal light functioning as sunlight isn't anything new. the "burning" effect was a variable that would be tracked seperately from the light level, but it would only start counting up after the light level reach ed its maximum. If teh maxmum is 15 instead of 16, it really doesn't make that much difference.

    I'm not wanting to add the "burning" variable in though. I'm actually against it as something unnecessary. How sunlight works in the game already is potent enough. Well, maybe crystal light could count as it's own light that isn't just sunlight, and have it slightly tint stuff blue and fry all hostile night spawning mobs. That may be intersting. What do you think about that one?

    Quote from GreyAcumen »
    Your "crystal rods" idea is basically the same as what crystals already do, except that in the opening post you simply place 2 crystals next to each other in order to redirect the light, rather than crafting them.

    I'm actually against my previous ideas of having the crystals act like a lens of sort in their raw form. Rather, I'm trying to encourage a "more mileage per crystal" sort of thing. This is why I suggested an update to the drop system for crystal. The "percentage chance" seems a bit cheap. By having it guaranteed that you will get crystal every time, it prevents players from getting discouraged about mining so much crystal and getting so little return. The idea would be that the crystal "wiring" would be cheaper to just strew about and use as markers and connectors while the actual crystal blocks (which would be more expensive to make using the shards) would be the actual light absorbing/outputting nodes, and thus make the actual crystals themselves more important. An idea I also just had would be being able to make crystal torches (with a crystal rod and a crystal shard) that can interact with redstone circutry and perform interesting stuff like turning crystal into more of a programmable light sensor or output.

    Also, I would like to suggest that crystal be more rare, occurring more like a sort of "infection" or "vine" in the trees and plants, further balancing the entire crystal availability by more acceptable means. (The drop system that would result from its current suggested iteration would mean lots and lots of crystal everywhere, but an absolute pain in the ass to collect, which would result in many hours of wasted tools and time, which may put people off to using it at all. What I would like to suggest is something more like clay or redstone; rare, but when you find it you always get a respectable amount, which would make it more satisfying to find.)

    Quote from GreyAcumen »
    I don't like your crystal bow idea at all. you don't make bows out of diamond, same thing goes here. The crystal arrows aren't quite as bad, but I don't see them adding anything that is balanced, and not already covered through some method by Rangecraft.


    Checked out rangecraft already.

    And listen Grey, you yourself said that you wanted crystal to function as a cross between plants and mineral. This is me trying to play into it. Crystal might not necessarily be like diamond. Sure mining it shatters it into shards, but the idea would be that crystal isn't just mineral and has a level of flexibility to it when crafted to a certain thickness. Since (as you've said!) there isn't a "diamond" bow, this could be the "diamond" bow's replacement, which would make archery more unique and different from the melee side of things.

    The point I want to make is though, this is a bit of an "endgame" bow. You've had access to everything that you can use to make in Rangecraft up to this point. The Aether adds a whole new level of dynamics to minecraft in both mob direction and available blocks. I didn't feel posting this idea there appropriate as "crystal" is something exclusive to the Aether at this point.

    Anyway, what the crystal bow does that is unique is the intense power of its charged shot, and the potential this power has. Fully charged, this bow is supposed to cleave through a small crowd of normal mobs like butter in one shot. Think of the piercing effect of a .50 API fired from an anti-material rifle. That is this, but minecraftier.

    To balance it, the bow could be given durability and a charged shot could take off a big chunk of dur equivalent to the power of the charged shot. Additionally, the bow was already stated to be limited by the fact that the charged shot is only available with crystal arrows. To further balance it, crystal arrows could be limited in their availability to the player by making the player collect rare feathers to use in the crafting of the arrows, like from one of the aether mobs, such as the Phyg, or one of those big nasty "Moa" things that hazurd has designed. To balance it further, crafting the bow could require a "Mysterious Scroll", a drop from temple dungeon chests and strong monsters in the Aether that is used in crafting the bow, like so:
    :|: rods
    ]" title="-<->" /> string
    :VV: scroll
    ]" title="-<->" /> :|: []
    ]" title="-<->" /> :VV: :|:
    ]" title="-<->" /> :|: []

    I would like to add one more thing before I make my closing notes, which is the damage modification that the crystal bow and arrows do. The crystal bow, when used with standard bow ammo (the regular bow and arrow set does 2 damage) this bow ups the damage by +2 for four hearts of damage (maybe nerf to +1 if that sounds too strong) and the crystal arrow adds +1 as well to the regular arrow damage, so using a regular bow with crystal ammo would do 3 hearts of damage over the regular 2.

    IN SUM:
    I feel crystal could be refined as a block by;
    -being rarer and acting as more of a plant "infection" and mineral growth
    -being easier to collect by having it shatter into a consistent amount of 6-9 crystal shards rather than having any relation to glass.
    -having its own "light" value, like how sunlight is its own separate light variable, and have its own separate effects, like burning all hostile or night spawning mobs, and perhaps having the light tinted a certain color
    -including crystal "rods" which could be used to craft various crystal based items, and possibly other items using restone
    -including crystal "torches" which could serve as an intermediary between a crystal circut and a redstone circut.

    to further advocate and tweak my crystal bow idea:
    -The crystal bow would serve as the top tier ranged weapon, like the diamond sword is currently the top tier melee weapon
    -it is already balanced by=
    >requiring a charge time for any of it's powered shots
    >the charged shot is only useable when a crystal bow and arrows are used in conjunction with one another
    >crystal arrows are one time use and cannot be retrieved, thus making missed shots all the more costly.
    -it could be further balanced by=
    >outright making crystal more rare
    >requiring rare or hard to collect feathers to craft the arrows with
    >perhaps even requiring hard to find or rare materials for crafting the bow itself
    >adding durability that is consumed when charged shots are used
    >adding a rare item that must be used to craft the bow and give it it's magical charge shot

    To perhaps make things easier on the player though, a crystal bow could be repairable in the same manner as the flint and steel bow from rangecraft by using one crystal rod (or Mysterious Scroll) instead of having to spend a whole three rods and a whole three pieces of string.

    Further thoughts on this Mysterious Scroll:
    Perhaps this could be used as an enchant item that would add a charged or enchanted effect to any equipment it is used with, like adding a health regen when used with diamond armor, or giving a charged attack to a diamond sword. thoughts anyone?
    Posted in: Suggestions
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Quote from Razre »
    Hey again Grey, long time no see.

    Got an idea for the crystal today, feelin' good about it.

    First of all, the behavior of crystal (lightwise) needs to be addressed. Barring the method of frying all enemies with lazers, light in and of itself is still a mighty weapon, not only in producing a barrier against mobs spawning but frying the undead and forcing spiders into passive mode. I propose that crystal behave somewhat like fiber optics. The singular crystal block first takes in the highest light value adjacent to it and simply glows with that light level. Therefore, a crystal directly adjacent to a torch will glow with a light value of 14. Now, it's very expensive to have crystals form your entire light matrix, but this is where crystals get fun. Instead of the graduating "chance of sucess" system which seems like it would only get frustrating after awhile, I propose a new, simpler system. When you break a naturally ocurring crystal block, it shatters into six to nine raw crystal shards. These shards can either be placed into a 3x3 crafting grid like diamond, gold, or iron and make a placeable solid crystal block, OR, crafted like wood planks into sticks,(
    Crystal shard= :Diamond:
    [] [] []
    [] [] :Diamond:
    [] [] :Diamond:
    ) only these produce CRYSTAL RODS. These rods place like redstone except for the fact that they can be placed vertically on wall surfaces. This crystal rod "wiring" would glow equivalent to the light value of the input of the adjacent crystal they are "hooked" to, up to a maximum value of 7, like redstone. (for clarification, if a crystal rod's input crystal is at light level 2, so would the rod, but if the crystal passes light level 7, to say, 9, all rods connected to that crystal would remain at light level 7.) Furthermore, a complete crystal matrix of interconnected crystals glows as bright as its most brightly lit crystal, so if a set of crystals were linked to a conduit crystal on the surface in the daylight, or next to a lava block or glowstone, the entire matrix would have a lightoutput at all of its conduit crystals of 15!

    (by the way, the light system was misunderstood by the OP at one point. The 16 light level system is already taken up, there is no 16th light level. Rather, the light goes from 0-15. Juuuuust to clarify.)

    A further note, that could be included, is that light level 15 emitted by crystal could be counted as daylight. As it stands, lava and glowstone hit light level 15, but do not produce any mob burning effects (aside from mobs burning in lava...) This would give crystal a unique property other light sources do not have.

    Furthermore, crystal rods could be used in place of sticks in the crafting grid for the bow recipe.
    string= ]" title="-<->" />
    rods= :|:
    ]" title="-<->" /> :|: []
    ]" title="-<->" /> [] :|:
    ]" title="-<->" /> :|: []

    This would produce a crystal bow-

    This functions like a bow but with upgraded damage when used with normal arrows. (4 hearts instead of the standard 2 hearts) However, this is not the most powerful a crystal bow gets.

    using a crystal shard in place of flint and a crystal rod in place of a stick in the standard arrow recipe, but skewed diagonally-
    [] [] :Diamond:
    [] :|: []
    ]" title="-<->" /> [] []
    produces a crystal arrow.

    just clicking and firing with this bow does 5 hearts damage, but the real power comes in its exclusive CHARGED SHOT. Click and hold to charge for a few seconds, and the bow begins to glow. Upon fully charging for 7 seconds, releasing it fires a bright piercing shot that raycasts through enemies, dealing a maximum of 10 hearts of damage to all enemies in the path of the shot. However, due to their fragile nature, and the incredible power stored within, no crystal arrow is recoverable once shot. Releasing partially charged shots still fires the raycasting bolt, but only with scaled damage to the amount of time charged.

    That's all I got for now, tell me what you think guys.


    This thread is known for moving fast and I know how you "miss" some stuff Grey, so I'm just gonna re-post this riiiiiiiiiiight here for your review. Mkay?

    note:
    Contains edits.
    Posted in: Suggestions
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Hey again Grey, long time no see.

    Got an idea for the crystal today, feelin' good about it.

    First of all, the behavior of crystal (lightwise) needs to be addressed. Barring the method of frying all enemies with lazers, light in and of itself is still a mighty weapon, not only in producing a barrier against mobs spawning but frying the undead and forcing spiders into passive mode. I propose that crystal behave somewhat like fiber optics. The singular crystal block first takes in the highest light value adjacent to it and simply glows with that light level. Therefore, a crystal directly adjacent to a torch will glow with a light value of 14. Now, it's very expensive to have crystals form your entire light matrix, but this is where crystals get fun. When you break a naturally ocurring crystal block, it shatters into six to nine raw crystal shards. These shards can either be placed into a 3x3 crafting grid like diamond, gold, or iron and make a placeable solid crystal block, OR, crafted like wood planks into sticks,(
    Crystal shard= :Diamond:
    [] [] []
    [] [] :Diamond:
    [] [] :Diamond:
    ) only these produce CRYSTAL RODS. These rods place like redstone except for the fact that they can be placed vertically on wall surfaces. This crystal rod "wiring" would glow equivalent to the light value of the input of the adjacent crystal they are "hooked" to, up to a maximum value of 7, like redstone. (for clarification, if a crystal rod's input crystal is at light level 2, so would the rod, but if the crystal passes light level 7, to say, 9, all rods connected to that crystal would remain at light level 7.) Furthermore, a complete crystal matrix of interconnected crystals glows as bright as its most brightly lit crystal, so if a set of crystals were linked to a conduit crystal on the surface in the daylight, or next to a lava block or glowstone, the entire matrix would have a lightoutput at all of its conduit crystals of 15!

    (by the way, the light system was misunderstood by the OP at one point. The 16 light level system is already taken up, there is no 16th light level. Rather, the light goes from 0-15. Juuuuust to clarify.)

    A further note, that could be included, is that light level 15 emitted by crystal could be counted as daylight. As it stands, lava and glowstone hit light level 15, but do not produce any mob burning effects (aside from mobs burning in lava...) This would give crystal a unique property other light sources do not have.

    Furthermore, crystal rods could be used in place of sticks in the crafting grid for the bow recipe.
    string= ]" title="-<->" />
    rods= :|:
    ]" title="-<->" /> :|: []
    ]" title="-<->" /> [] :|:
    ]" title="-<->" /> :|: []

    This would produce a crystal bow-

    This functions like a bow but with upgraded damage when used with normal arrows. (4 hearts instead of the standard 2 hearts) However, this is not the most powerful a crystal bow gets.

    using a crystal shard in place of flint and a crystal rod in place of a stick in the standard arrow recipe, but skewed diagonally-
    [] [] :Diamond:
    [] :|: []
    ]" title="-<->" /> [] []
    produces a crystal arrow.

    just clicking and firing with this bow does 5 hearts damage, but the real power comes in its exclusive CHARGED SHOT. Click and hold to charge for a few seconds, and the bow begins to glow. Upon fully charging for 7 seconds, releasing it fires a bright piercing shot that raycasts through enemies, dealing a maximum of 10 hearts of damage to all enemies in the path of the shot. However, due to their fragile nature, and the incredible power stored within, no crystal arrow is recoverable once shot. Releasing partially charged shots still fires the raycasting bolt, but only with scaled damage to the amount of time charged.

    That's all I got for now, tell me what you think guys.
    Posted in: Suggestions
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    posted a message on [1.3_1] Quintessential Creatures [WIP][MOD]
    glad to see you're still making kickass mobs Hazurd.
    Posted in: WIP Mods
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    posted a message on Creepers Gonna Creep
    Quote from speedyshrimp »
    Spawns with 4 normal creepers. The Boss has glasses and "haters gonna hate" posture and attitude. They travel as a gang, always moving forward 'cause they own the place. If any of the creeper gang see you they all rush as a unit. If Creeper Boss gets within range a 5 second fuse is triggered. If you hit him the fuse is reset, and if he is hit out of range the fuse is not triggered again until he's in range. The Bosses explosion is 15 blocks across and instant death. Creeper Boss is not one to **** with. To get the rare creeper record you must kill the cronies first then The Boss.

    Yeah.



    Edit: Oh and they're not damaged by each others explosions, TNT, or arrows.


    This is awesome, not only are people necroing my old thread almost a YEAR after I took a hiatus from the forums, but people are using my icons too! :biggrin.gif:
    Posted in: Suggestions
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    posted a message on Some Suggestions
    Quote from AMOE1st »
    That, is a lot of nonsense alright.


    You're damn right it's nonsense.
    Posted in: Suggestions
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    posted a message on Some Suggestions
    Wow, you guys have been busy while I was gone... Well, I'm back and stuff's 'bout to get interesting!

    NEW BLOCK IDEAS! (because we don't have enough already! :tongue.gif:)

    WET SAND-
    Places like any non-physics enabled block, but over time dries to regular sand when exposed to open air. Useful for creating pit-traps. Also has suprisingly high explosive resistance equivalent to obsidian. Can be used as a last minute shield during a creeper attack if placed quickly. Dries only after being placed. Forms in the overworld near beaches (a dry sand block becomes wet if touching a water block, sand within a two block radius of a water source block also becomes wet. When weather is implemented, rain will cause any sand block exposed to the surface to become wet. Deserts will not have wet sand on the surface, but one block above the sandstone layer will always be wet sand. Wet sand can be crafted using a bucket of water on a stack of 16 sand, and 16 wet sand and an empty bucket will yield a bucket of water and 16 dry sand)

    NAPALM TNT-
    (FIYAHHHHH)
    regular TNT recipe, but replacing the sand blocks with slime balls. When placed this block looks like one of those classic red barrels with the flame emblem on the side you see in FPS games. Behaves just like a regular TNT block but when it explodes it has the same chance as a ghast's fireball to set the ground on fire. Will ALWAYS set mobs on fire. Useful for raiding a dungeon in one fell swoop, but you risk torching the chest.

    SLIME BLOCK-
    (yeah I know its been thought of before, this is just my spin on it)
    placeable green transparent block, negates fall damage but causes the player to bounce equivalent to 3/4 of what their last height was, rounded down. If a player jumps while on a slime block they jump 3x the normal height. Has the same chance as a nether portal (for spawning nether mobs) to spawn a random sized slime no matter the light level. Highly flammable, do not use near lava or fireplaces. (crafted in the same manner as a snow block but using slimeballs)

    BLASTING GEL-
    (Because I still think this is a good idea. :sleep.gif:)
    similar to a ladder, coats one side of a block (or the top or bottom) with a layer of light grey-green slime. Negates fall damage similar to slime blocks but without the bouncing action. Detonates in this pattern:
    [] :Lava: [] [] [] []
    :Lava: :Green: :Lava: :Lava: :Lava: :Lava:
    [] :Lava: [] [] [] []
    with the point of the blast heading in the direction of the block the gel was placed on. Ignites with fire, redstone, or other explosions. Crafted 2x2 grid style with 2 slimeballs and 2 gunpowders.

    SEAWEED-
    Grows underwater, acts like reeds. Has a chance to spawn a seaweed block that contains an air bubble which can be used as an underwater air station. Can be broken, has uses explained below-

    ARMCHAIR/COUCH/LOVESEAT/CORNER SEAT-
    leather- :Bacon:
    planks- :Logs^:
    :Bacon: :Bacon: []
    :Logs^: :Bacon: :Bacon:
    :Logs^: :Logs^: :Bacon:
    LEATHER SEATS! Basically these work like chests placement-wise. the singular chair becomes an armchair, two placed side by side become a loveseat, three placed adjacent to eachother become a couch, and placing them in a corner arrangement turns the corner one into a corner couch. Right clicking lets you sit down and rest your weary bones (no health regens for you unfortunately). Standard color is cow-brown, but can be dyed black, or other various colors. Different colored couches all behave the same when placed next to other colored couches.

    DARTS-GAME
    SMP mostly. Use a set of planks with a rose red dye and bone-meal to make a red and white ladder-like wall placement that can be shot with arrows. The first shot sets player one, the second shot sets player two, and the game goes back and forth for three shots each like that and then announces (you win!/you lose...) to the respective players based on their accuracy.

    FOOD!-

    HAMBURGERS-
    BREAD. MEAT. BREAD. IN THAT ORDER. Fills the same as a regular (cooked) ham slice but adds a peaceful-mode-like health regen effect that lasts for a few seconds. Regen time-out pauses when your health is full, so if you take damage with time left on the regen, the time-out timer starts where it left off, granting you a bit more health before fading.

    SANDWICHES-
    BREAD. COOKED FISH or RAW MEAT. BREAD. IN THAT ORDER. basically a hamburger, but with reduced instant and regenerative effects.

    PIZZA-
    fill up the squares on a crafting grid like so-
    Milk= :White:
    egg- ]" title="-<->" />
    :White: :////: :White:
    :////: ]" title="-<->" /> :////:
    :White: :////: :White:
    This gives you a pizza base- :_:
    Now fill up the grid like so-
    [] :Ham: []
    :Portabella: :_: :Portabella:
    [] :Ham: []
    This gives you a raw pizza. Toss that mother****er in the furnace for a bit and BAM- you get basically a cake PLUS. It's a placeable health station like the cake, but it gives 2 more health back per slice for eight slices.

    SUSHI-
    Raw fish- ]" title="-<->" />
    Seaweed- :||||:
    [] :||||: []
    :||||: ]" title="-<->" /> :||||:
    [] :||||: []
    randomly generates one of three sushi every click (not stackable) in the crafting grid. These function like stat boost potions that give temporary effects, like an attack multiplier, a defense multiplier, or a health regen.

    MOBS!

    WEREWOLVES-
    Basically, you've just tamed yourself a wolf right? Yay Fido! Look, isn't that a lovely moon out tonight fido? Fido...? OH **** MY LEGS! AAAAGH! THERE'S BLOOD EVERYWHERE!!! WHY FIDO?! WHYYYYY??? Your friendly pet has just turned into a savage man eating beast and must be pwnd with a gold sword. Also works with wild wolves. This is a random occurrence on par with spider jockeys. Can be distinguished by careful examination, as werewolves have a slightly scruffier coat than a standard wolf. Werewolves are vulnerable to all weapons in their wolf form, but have double the health and speed of a wolf in man-beast form and can only be damaged by gold swords or tools. Drops bones in wolf form, but in werewolf form it randomly drops a piece of wolf-skin armor (wolf's head hat, wolf skin coat, wolf skin chaps, wolf skin boots) that behaves like leather armor but makes all wolves, tamed or no, treat you in a friendly manner and raises the number of wolves you may have following you per armor piece equipped. Taking off the armor removes the effect and un-tames any wolves over your reduced limit.

    BARRACUDA-
    (OH WON'TCHA', mBARRACUDAH? Dun duhduh dun duhduh dun duhda duhda!)
    Passive-agressive mob. Will only attack when attacked, or when the player isn't facing them. Actively hunts squids and any other underwater animal. Does 1 to 1 and a half hearts damage. CAN be caught with a fishing rod. Caught Barracuda can be either cooked or used like regular fish, or if used with a few planks in the crafting grid can be made into a mounted barracuda, which is basically a picture but more 3-D and it only takes up two blocks horizontally on the wall. Killed Barracuda drop barracuda teeth or barracuda jaws. Barracuda jaws can be used with a torch to make a barracuda lamp (basically just another fancy jack-o lantern). Barracuda teeth can be used like flint to make jagged arrows, which do double the damage of normal arrows.

    FUNCTIONALITY-

    It could be useful if slimeballs behaved like bleach and got the dye out of colored wool, turning it white.

    And that is all of my nonsense. enjoy, my fellow minecrafters!
    Posted in: Suggestions
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    posted a message on Creepers Gonna Creep
    Quote from GreyAcumen »
    Quote from weq150 »
    cool Creepers are a good idea

    I'll admit it's a hilarious idea, it's an idea that can work, but to go so far as to say it's just straight out good is a little more than I can reasonably give it. It would have to be an easter egg type of thing, like if it ONLY happens onn hardest difficulty, when you have a creeper in front of you and a creeper behind you, and the creeper in front of you gets damaged to just short of dying before it can even get nearly close enough to blow up at you, will cause the one behind you to turn into a cool creeper, walk around in front of you and blow up right in your face as soon as it turns to look at you.


    That sounds a bit complicated, but I like the idea of it only occurring on the hardest difficulty. This implies that if minecraft got any harder, as in a new mode of difficulty was implemented, the cool creeper would graduate to the new difficulty. Also, maybe instead of the creeper turning into a cool one if you make one nearby it get to critical health, it could be if you go on an extended creeper killing spree (i mean really extended. like 20 creepers of exploding green rampage), avoiding other mobs just to kill them. Then you'd have the cool creeper and his posse show up to take you down, like some kind of avenger. Plus, people ignore creepers enough as-is, so this would be definately some kind of easter egg.

    also, u mad muncher?
    Posted in: Suggestions
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    posted a message on Growing a Gigantic Beard
    Quote from Bondo »
    Quote from cardgame »
    If your wife hates it, I suggest you disengage and RTB


    RTB? I'm not familiar with that. (Checks Google.)

    Let's see... Raise the bar. Return to Blockland...


    I Lol'd. Might you be a blockhead my good sir?

    On Topic:
    I'm just pissed that I can't grow a BEARD beard, but I can grow sideburns like an irishman.
    Posted in: General Off Topic
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    posted a message on Share Your Weird ****
    Quote from DingleNutZ »

    same with thinking of what is the smallest thing ever


    Oh that one's ****in' easy. a unit of Quantum foam is the smallest thing to exist, said to be what makes up what makes up what makes up what makes up the quarks that make up subatomic particles that make up atoms, and exist as a single unit of reality itself. Anything (by the laws of quantum physics) smaller than this makes no logical sense.

    There, now you are alleviated of one of your great life mysteries.

    And yes, I do know stuff like this off the top of my head.
    Posted in: General Off Topic
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    posted a message on Share Your Weird ****
    When I'm browsing the internet, I sometimes begin reading aloud what i'm looking at in a funny Arnold Schwarzenegger accent. This can include my own posts. While I'm reviewing them in the preview box.

    You are going to try and do this for the next post you read aren't you? AREN'T YOU?!
    Posted in: General Off Topic
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    posted a message on deadmau5 fans?
    Quote from Soulscribe »
    That song is produced by Afrojack with help from David Guetta, and then mashed up by Kaskade. It's not a song produced by David Guetta. The reason why I chose that song to show is because it's a very good kaskade mashup. Even better than the original IMO. I agree that a lot of the newer stuff from David Guetta is pretty bad. Same for Tiesto, but surprisingly they can still mix, and they do it well.

    The DJ sell out list:
    -Tiesto (His live mixes are still amazing)


    Tiesto ****ed over the pirates of the Carribbean theme. I mean he really killed it dead, necro'd it back, then killed it again, but more-so. Tiesto owes me a minute and 30 seconds of my life back. And 99 cents. *******.

    But it's not like my complaint holds weight, you can probably disregard most of my opinions on this subject, as I'm only aquainted with mainstream **** and stuff off newgrounds. Besides that though, Celldweller has some kicking DnB, if you ask me. However epic they may be though, the proton, neutron, and electron mixes of Ursa Major were redundant. Awesome, but redundant.

    [fucking hate when i repeat however over and over again...]
    Posted in: General Off Topic
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    posted a message on The Aether(Anti-Nether Realm) Current Topic: New Nether
    Quote from GreyAcumen »

    dangit, why did you focus on the one section of what I said that DOESN'T MATTER?


    Why didn't you take at least partial notice of the point in my previous post that DID?
    Quote from Razre »

    Well you can't ignore the fact that despite the 'direct damage' it would still make a great mob type. Anyway, if it's really an issue then we could have the blocks it razes the laser across burst into flame (the aether would rapidly extinguish the flames however) but if the player got caught in the path of the beam then the player would be hit by the flames for the second they existed and rather than actually taking direct beam damage would be taking fire damage. However, perhaps there could be three types of sentinels (going back to Notch's Prefixes) Where theres the red Broken Sentinel which has degraded over time and become lethally hostile, the Ancient Sentinel which is green in color and uses the non-lethal knockback, and the Guardian Sentinel which is the blue player made version that attacks hostile mobs (perhaps each type could have a uniquely colored laser according to their coloration?). Note that they do not attack neutral mobs, so you could not lure an angry ice dragon into a laser trap. We could even expand on the sentinels with the prefix thing, but three is kind of pushing it.


    Besides that, I was mostly posting for comedic effect.
    Posted in: Suggestions
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    posted a message on BOOMcraft
    bump. :tnt:
    Posted in: Suggestions
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