Something that always bothered me about Minecraft skins is that they are pointless except for the face. You cover up 90% of your skin with your armor. So I would like to see customizable armor skins. This would make the game even more interesting, and since the armor textures appear outside your skin, you could create a two piece skin detail that only becomes complete in game, once you wear a full set of armor. Ironically that's all I have to say regarding the suggestion. I have mentioned it to several people and they all think it would be awesome, maybe next we can have Weapon Skins.
Obviously first thing a PvPer will think of is reskinning transparent for the armor so you cant tell what armor they are wearing, or reskin diamond like iron, etc... To avoid this I have a few suggestions to make it hard to exploit this:
There are a couple of patterns that a server can choose which will overlay whatever skin the player has created and act as a badge so other players can identify what armor type they are wearing even if their skin is clear.
"capped" - The top of the helm, the ends of the legs, the bottom of the boots, and the shoulders of the chestplate, all stay standard, while the rest can be customised.
"verticle stripes" - You can imagine this one. A cyan line down each piece reveals the armor type.
"horizontal stripes" - Same as above, only sideways.
"badged" - A single square or circle of pixels on each piece
Switch to a weapon and your armor will change and stay default until you haven't had the weapon equipped. Might not be possible, active skin changing would cause problems I'm sure, since to change a normal skin you have to relog.
When you are close enough to a player to see their name, a * next to their name means they are wearing some kind of armor, *L* means 2-4 pieces of leather, *I* means 2-4 pieces of iron, *D* means 2-4 pieces of diamond, and **L**, **I** or **D** means enchanted armor.
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Dec 30, 2013My experiences with Twilight Forest:Posted in: Minecraft Mods
First off I'd like to say this mod is really well done. In fact I kinda wish the experience of going to the nether in normal Minecraft was as epic as the experience exploring TF, but sadly Mojang seems to not care about the nether anymore. We don't even have nether generated above layer 128.
Anyways my experiences with twilight forest have been primarily with mod packs. At the moment I play a lot of Feed the Beast and I have noticed things about the mod that kill the experience. This could just be conflict with some of the other mods, considering right now our server (www.skyservers.net/ftb) is running the Unleashed pack which has yet to update to the current versions of most mods, so sadly I haven't been able to experience the boss encounter with the phantom knights. However I felt like I should mention errors that I have spotted.
Performance Tweak / Exploit Fix.
The mod pack Unleased incorporates a mini map into the game which displays monsters. I have found this allows me to easily find things such as Labrynths and Strongholds, because the map shows the minotaurs (labrynth) and crabs/knights (strongholds) Almost instantly I can tell one of these is underground because they show up on the minimap.
While mentioning this I should also note that I play on a weak system, I don't even run texture packs just to maximise my performance while playing the game, and I have noticed that while exploring TF there is usually a bad performance spike when loading chunks with special generation in them. Namely Hollow Hills, but usually all the other ones also do this. On our server it's become almost impossible to explore twilight forest because once you start generating unexplored chunks, my system at least, will begin to freeze up. These freezes last anywhere from 5 seconds, to up to 2 minutes. Then I'll get to move again, but if I move in any direction other than the one I came from I freeze again.
It got me to thinking... perhaps something could be added to the mod to disable monster spawns in these areas, when the area has not been explored. Like Labrynths and Strongholds. Most people pass right by them. If someone is just going to pass by a dungeon and not explore it, why spawn anything undergound? I like the idea for getting into the stronghold. Requiring a trophy to open the door. If this is the case, perhaps you could add something in to the pedastal so when it is activated, it also activates spawns within the stronghold? This would certainly prevent the locating exploit with minimap. I also feel it would help reduce lag when running the mod. I could have it wrong, and it's the actual generation of these structures that kills my system and not the monsters, but in either case I felt I would mention it here.
Stronghold shield does not spawn in the ceiling above the floating resource clusters within strongholds. Granted I find these ways in via the minimap undergound mode, but nonetheless, bypassing the pedastal is clearly not intended.
(Only related to TF being installed alongside IndustrialCraft) Stronghold Shield can be looted via the Vajra even on the red (unharvestable) side. I would still like to be able to loot the shield because it's a cool looking block and neat for decoration, but the Vajra lets me get past it. And once this block is perfected I'd love to see it encasing the Second Floor of a labrynth, so we can dig out.
Chunk Generation Fail:
Because of corruption, our server wipes the Twilight Forest and even the Nether once a month. Which is good in a way for resource gathering because it is such a large server. I wasn't around for the very first map reset, but I have found an unusual error that appears often. On most of the spawned structures (Hollow Hill, Naga, Stronghold, Quest Ram, and even Ur-Ghast Towers) at the very center of the structure there is a chunk completly out of alignment. Usually I'll find a Hollow Hill with the chunk at it's center loaded like there was never supposed to be a structure there, but then outside that chunk, the rest of the hill is there. Also something I've commonly found at Naga, or Quest Rams, is a floating chunk. This one is the opposite. Instead of it being in a depression in the structure, it loaded far above it, usually 20 blocks above. The structure even resumes above it where it should. It literally looks like someone selected the whole chunk with world edit and shifted it up 20 blocks. The only things that generate correctly are the trees. This error I have seen mostly at naga, a couple times at ghast towers and stronghold, and at 2 quest rams. I have also seen a chunk depression at a Hydra hill, but the depression was only 1 block deep, but the square was really defined.
I could probably find other errors associated with it but I thought I'd mention these big ones here. Once again these could have nothing to do with the mod and may be a compatibility issue, or just something my server is doing differently than others. I enjoy the mod, but above any error I've mentioned here, the thing I would like to see most is a performance update that focuses on faster terrain generation. It's just a plea from me for my pathetic computer system. I appreciate your time and apologise for the long read. I look forward to more from you.
Feb 7, 2013I know I havent seen tugz on for a while. Does this mean the server is down for good then? I hope not.Posted in: PC Servers
Feb 7, 2013I noticed the description changed and said the server was running mod pack A. I updated to that but I still can't connect. Is it down for the time being then?Posted in: PC Servers
Feb 6, 2013Server down? Yesterday it said I needed to update, so I updated, but I didnt log in. Today I can't even see the server, it says connection refused.Posted in: PC Servers
Jan 24, 2013After the lag yesterday you guys need one of those invisible teleport admin mods so you can go around and check out everyones bases to see who's causing the lag.Posted in: PC Servers
Jan 24, 2013What's up with the server today? I get on and it's down, half an hour later, it's still down.Posted in: PC Servers
Jan 11, 2013server down for anybody else? I keep refreshing and it keeps saying no connectionPosted in: PC Servers
Jan 3, 2013Posted in: PC ServersQuote from Tugzlivin
When the server first started me and the founders debating adding in the /home plugin, all of us decided it would be better to not have it. Our reason for this are as follows: the /home command enables you to travel long distances at the blink of an eye it is our opinion that this makes the game too easy and almost makes aspects of some mods pointless. As far as your bed bugging out, this is the first ive heard of this because not once have i had any problems, nor have i heard from any of my other 4 friends playing on the server that its happening.
I suggest you move your bed, and make sure your the only one sleeping in it.
As for death chests im not opposed to this at all, but id like to talk to the other founders before adding it.
How often have you been exploring the nether or twilight forest? This is when it seems to happen most, especially in Twilight Forest. When we get killed in Twilight Forest we spawn over 3000 block away from our portal. That always happens, no need to say rare bug there, unless we make a bed in TF and sleep in it prior to exploring, that always happens, but then when you sleep in a bed in TF it screws up your bed in overworld, and you have to sleep in it again too. But even if you do sleep in it, sometimes the game still won't register it. And when this happens we spawn at spawn.
As for the /home command that's why I was asking for just it. No /back command, no additional homes, just /home, and maybe even a time limit on it or at least not being able to use it immediately. Although I can understand your reasoning for not wanting it.
Jan 1, 2013I am petitioning for 2 mods for the server. 2 I really think we need, mostly to compensate for bugs with the mod pack.Posted in: PC Servers
/home (not sure of the exact name but this mod)
-Allows you to create teleport points to which you can return to from anywhere. Typically at home. The basic version of this mod only lets you use /home however it can allow you to use /back which returns you to the point you last teleported from or the last point you died at. Since that would make it too easy I would at least like to see /home. This will compensate for the fact that beds keep on bugging out and returning us to spawn, and if your base is a ways away this really sucks.
-Repeatedly I have lost a TON of valuable stuff, particularily in the nether where the mobs seem to ignore armor and do insane damage, or stuff just despawns before you can get back to it. This mod creates a chest where you died with your stuff in it. This is'nt too unbalanced as you still have to fight your way back to where you died, but it will prevent you from spending a fortune in resources every time you get killed.
Dec 25, 2012I switched to minecrack, but I still can't connect, it says I have the wrong version of SoulShards, and I can't find the 1.14 version, the latest is 1.16Posted in: PC Servers
Dec 16, 2012When I try to log on it still says I'm not whitelisted.Posted in: PC Servers
Dec 16, 2012ingame name: ReevalotPosted in: PC Servers
Playstyle: Productive and Efficient until resources aren't a problem then I start making fun stuff.
Do you have any expierence setting up plugins?
I've set up several plugins on my own and messed a little with servers. Most anything can be setup if you have the patience to search for instructions.
How familiar are you with the mods in the FTB pack?
Quite with several of them. I have played Industrialcraft, Buildcraft, RedPower, and Equivalent Exchange since before they were ever put in any mod packs. I realise RP isn't in FTB but I fully expect it to be once RP is updated, and I'm looking forward to EE3 as well.
Tell us about yourself:
Recently I've been playing a lot of Tekkit, but now I want to play on a server and I also want to mess with some of the mods in FTB. I'm most intrigued by Factorization and the newest expansions to Forestry and I've been watching mod spotlight videos to prepare myself for using them. I want to share the mod experience with others, as most know SSP has it's limits. I can be useful to share my knowledge about the different machines with others and discover the mods I'm not familiar with, with others. I look forward to playing with everyone.
RedPower (by far) Equivalent Exchange (to a degree, once it's balanced not to kill SMP economy) Industrialcraft, Buildcraft
Dec 16, 2012Age: 29Posted in: PC Servers
Why you want to join: Looking for a good FTB server, with whitelist and not a ton of people
Any experience with mods such as tekkit and feed the beast: Been playing FTB for 2 weeks, Tekkit for 2 months, and I have experience with IC, BC, EE, and such for months.
Played multiplayer before?, how much: Since Beta minecraft.
Skype: I have Skype, I mainly use Ventrilo, but I'll share it if I get accepted
In game name: Reevalot
Dec 9, 2012Alright when you put it that way yeah they were very OP. Although in FMA I don't remember alchemy being lossy. Sure you used your own energy to do things but it seemed to be more like magic in a game and although there was a limit to how much you could do at once you could do as much as you wanted over time, and the Philosophers stone just let you preform great tasks or impossible tasks at the cost of how one was made of course.Posted in: Minecraft Mods
Away from the anime though I do agree the insane EMC generation with the collectors was way OP. However I would still like to see the condensor. Not any EMC generation or very little period, but since I normally combine this mod with others I like being able to rig up the transmutation system with an automatic mining system to supply it with EMC.
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