How I Disappear by My Chemical Romance. I wrote a whole research paper on how the band are heroes for a class assignment. If you'd like to help, follow the link in the signature. Much appreciated.
Don't you just love how you post an ordinary topic and it transforms into talks about penises? Honestly, I'm not going to go pitching all these bands barraging you with every musician I happen to like. Why don't you give a little more information? If you like vocal theatrics somewhere in between rock and softcore screamo, then yes, My Chemical Romance is a good choice. But say you like country? What then? If you like punk you've most likely already heard of Green Day, and if you like old pop music Billy Joel is always nice. So here's the deal, if you like some nice loud and fast rock look up Cage the Elephant. One Republic is a great band for someone who likes a nice smooth voice with keyboards and violins mixed in. Lazlo Bane is great for winding down at the end of the day, with some nice averagely paced but interesting music and lyrics. And if you've had a bad day or are in the mood for a slightly growlish voice, The Offspring never fails to disappoint. i hope this fits your interests. If you'd like any more musicians listed, just tell me what you're into. (and if you say you like all genres, then this post is pointless because you should like every and all artist no matter what it is!)
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Oh wow, I sincerely apologize. I was so tired and frustrated that I completely missed the text entry *under* the thread title. That's pretty embarrassing. Oh well, can't really delete and pretend like it never happened.... so just ignore the nonsense and pick out whatever you want.
Keeping in mind that I know this is a mod idea and all, lemme go over a few things. Mods are meant to enhance core experience or to provide a new perspective of gameplay. Making a mod that has all of these things makes it a bit complicated as they don't work together pretty much in any way, and that any reason you want this mod might be countered with another. Split them up. Your floating rails and redstone, that's a good idea for a "toolkit". Those ideas make it easier to make amazing contraptions, and things could be added. Like why not make redstone be able to be placed on walls by combining it with some magma cream (so it sticks, lol). Make your AC-130 and planes a seperate mod, which by the way would be advanced and take a team of professionals to make sure you weren't disappointed with the outcome, especially for it to be able to move in free space. Making calls in multiplayer would be awesome, but difficult. Instead making a communication wire with some redstone and a sort of terminal might be easier to code, take less power to operate, and provide making it a luxury (and so was born the minecraft telephone wire). Rope bridges- a long line of wood with fence isn't good enough? Flashlight/Lantern- make torches emit light while held in hand or thrown on ground, which they've done in the dynamic lighting mod. Speedboat- just make oars and equipping them makes the boat go faster, as I always assumed Steve used his hands. Friendly mobs- like cold lava. Cages- make some iron fences. Electric fences and power generators- maybe add a sort of redstone block that work wirelessly but are hard to make because when you find redstone, you FIND redstone. The might not be such a good idea, just because mobs already can't jump over them, and I can't see it happening. Rideable mobs- causes back problems. Make some sled dogs and horses. Win. Keep at it man, just get your ideas straight.
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The following script is a mod idea/request. This means that 1, it is an idea, and can be changed, reformed, and revised. It is not set in stone. And 2, it is a request because I do not know the java language. If this mod hopes to make it for download there will need to be a brave soul who will take it in and code it. If you like the idea, please tell your friends, bump it up, or if you code yourself just let me know; if it isn't too much trouble. Now that I wasted some of your time in the preamble, I will let you read. Enjoy.
It is one of the most annoying things to join a server, go to the "wilderness" and find that within 5 kilometers of the spawn the ground is torn, jagged, and as ugly as a face full of slimy, oozing zits. But there is a solution! Simply, the idea would be a sort of Bukkit plugin; or if it could be made into a regular mod (so it can be more accessible and easy). My idea derives from when in the colonial times, the United States gave free land to farmers in the Louisiana Purchase so long as they developed the land for 5 years. This plugin/mod will have a command that when you /set home, it selects the closest 4 chunks around you. This is the spot where you can build, mine, farm, ect. It can be flexibly set that it cost money, or gives more or less land to meet people's specific needs.
Upon getting the home, the player is given 16 saplings in case there are no trees, and 16 seeds in case there is no grass. It is up to the player to keep up their home and not run out of these resources. If a player does not log in for 4 weeks (just over the time thought to be a long vacation) he/she will have 48 hours (so actually 4 weeks, 2 days) until the plot will be up for sale, and anyone who buys it can choose to revert the plot back to the original state, or to keep the previous player's buildings up.
One might say they are a miner. Maybe eventually they mine all they can on their property. To stop this from happening, they can obtain mining rights for a vertical shaft. This can be placed anywhere off their existing property and grants a 6x6 space going from the topsoil to the bedrock. Mining rights can only be obtained from selling goods as to not abuse the use of them.
Those are the functions on the server, but behind the scenes, the mod will have to keep track of the user's plots, so if they are a griefer, the plot can be reset and resold. To do this, the system will make periodic saves of the server, as well as a save right after a user purchases a plot, and after they log out (though logging out optional). Additionally, starting a town will require the user to have about 6 well kept plots of land for atleast 7 minecraft days, and any extra plots will cost goods and supplies.
I hope that you will support this idea. Thank you, please reply!
This is, to say the least, BLOODY BRILLIANT, I am a intermediate modder, just started modding but know java well, this will be very, VERY difficult, having the biomes to not only check what biomes are around it but also to change how the biomes act, this will take alot of time. I will give it a go, although to begin with could we leave out the biomes checking for other biomes at the moment. I will look into doing that part at a later time, but i can get started on the other part now! I shall begin and send you test files every time i make a major change.
Also this will work perfectly with one of my "indev" mods (Biomes+) which adds more biomes. This could be split into many different areas, having a standalone mod (just affecting the vanilla biomes), then having one for all the "more biomes" mods enabling the mod to become very good
Thanks. I'll do what I can to help you. If there's anything I can do just tell me and I'll do my best to see that it happens.
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-Smart Biomes
My idea of smart biomes is to take a realism effect to Minecraft biomes. No more tiagas next to deserts next to mountians that have no snow on them. This mod would make the cold environments higher in elevation, mountains be capped with snow if past a certain point in world height, and a dry, arid desert not be next to a wet snow biome. The mod would also make each biome survivable in their own respect, so you don't have to rely on wood from a forest if you are in a desert. Animals would realistically hide from you upon sight, except for farm animals and the friendly cow. Lastly, the mod would make all animals have to rely on certain biomes to survive, so they would not leave their living space, so you can know what you can find where without question. The Mountains- The mountians would have bushes and trees growing on them in lower elevations, and have snow and ice the higher they go. Goats would dominate these areas, capable of jumps as much as 3 blocks high if they charge them, and the player can milk them and receive meat from them as well. Grass would be scattered throughout the biome. The Forest- The forest is pretty much already survivable, in which apples can be found, trees, and wild chickens will run free. Lakes and rivers will have bottoms of dirt and coasts of clay. Desert- The desert will be still be a tough biome to survive even with some improvements, like dead buses dropping sticks and wood. In the desert at night, animals like desert hares or foxes will come out. There occasionally will be oasises with a thicket of trees and grass. Cacti will give water to the player if an empty bucket is in their inventory. The Tundra- The tundra will have a few pine trees scattered around, have frozen lakes, and wolves, snow hares, and other animals will live there. Not many tall grass and plants grow there. Tiaga- Tiaga biomes will be high in elevation, and usually will be around or mixed with a tundra biome. It will also have wolves and snow hares, as well as chickens. More tall grass will grow here than a tundra, but it is still few and flowers are rare, mostly found in lower elevations. Due to its cold, apples do not drop from trees. The Ocean- This seems to be the most inhospitable place, and surviving here is near impossible, just made a little easier. In the ocean, any fish will spawn and in large numbers, growing with increased depth. They can be caught by fishing rods, and also caught by crafting a net block, which is crafted by string in 4 corners and the middle. Fish are attracted to rotten flesh (like chum) and are less inclined to go for it if they can see any people nearby (within an 8 block range on their level and 4 block radius for above or below them) except if they are in a boat. The net block can catch one fish or can be combined in the water to catch multiple fish. This block should mesh with the water so it does not replace the water block. The bottoms of oceans should be mostly sand, except toward shore, where it will be dirt as well as sand. On the sand, some edible plants have grown like coral (I think) and; in some parts; giant kelp forests full of fish. On the surface, algae has grown and acts like a boat, floating atop the water, so that upon collision with a watercraft it does not break the craft. The algae will slowly grow, and can be harvested, which will attract some fish to the surface if placed in the water again. Remnants of old mountains can be found around the ocean, along with underground caves and saltwater trees, which grow in bays with dirt close to the surface, and on soil on the tip of the ancient mountains, and are the same as swamp trees, except faded, and making charcoal out of their woods lasts twice as long. The Swamp- The swamp will be flat, as always, but have less of a stringy quality and have more islands. It will have many pigs that are swimming often, and plenty of clay. The marshy soil grows many weeds which can be used to weave rope, or be crafted into a block to replace wool, or crafted with one weed in the middle, and two on corners in the same row to make a string substitute. Octopi love this biome, but fish tend to stay out of it. Different color flowers grow on lily pads, which will sometimes drop, and can be combined together in a straight row of 3 to make dye. The Plains- Flat and full of sheep, chickens, and cows, this place is great for farming. Almost all of the grass is covered in tall grass, and thickets of trees dot the fields, usually growing around lakes where many animals can be found, along with coyotes (essentially brown wolves). Coyotes are harder to tame than wolves, and spend most of the day in the shade of the forest or in caves on the plains. If you enter their territory, they will attack you in packs. These are my ideas for the mod, and can be changed and revised, but are what I feel can be used to enhance the core experience and make biomes more independant and survivable, make animals more realistic, and make the game more fun. If there are any biomes I missed, (except beaches and extreme hills, ect.) please tell me along with any comments or ideas you have. Thank you, please reply!
I continue to get views, but no replies. Please post! -A Real Hell
The Nether World in Minecraft is supposed to resemble Hell. It has Zombie Pigmen, Ghasts, and now things like Blazes and the works. But I've always felt it was missing something. This idea, is that the Nether is a place constantly in battle. All the skeletons, and zombies (not spiders or ender creatures) who have been defeated now reside here, turned and warped into a horrible form by means of dark worship.
Zombies are 2x and fast and 1.5 times as powerful, but have less of a kick to their attacks. Their skin is more exposed and their clothes tattered, and killing them with cold stone weapons seems to be the most effective. Skeletons have become dark red, evil creatures, and are one of the most feared creatures of hell for their intelligence and marksmanship. Though in their prominance they have become lazy, and barely move, milling around scattered rare and wide until their next shot comes along, which they attack with flame arrows, which set the target or block on fire for 5 seconds.
And the Pigman. In the Overworld, a pig's pork is the best thing in terms of consumption. In the Nether, these gracious animals also give their eternal lives to protecting and keeping Hell in order. Some pigs now have more than a gold sword, and any mob that turns to fight you (except ghasts) will be met by the fury of their swords. If you attack them, be expected to be challenged with a force to be reckoned with, as their swords' effectiveness on the living is doubled.
The following are mods I hope to make optional but compatible with the others. -The Rakers
Lately, there have been intrusions in the land of Minecraftia. It seems that breaches from another dimension have been rampant across the vast lands. The Rakers, who feed of fear and injustice, mainly reside in the Nether, feeding off the despair and evil of its inhabitants. Unfortunately, the recent breaches have disturbed them, and they want the souls of those who have entered their realm without permission. The majority now rake the land at night, searching for the ones who have dared challenge their might. You may now find other companions wandering the land with the Steve skin on, seemingly lost and confused(but these are not the Rakers). The Rakers are black humanoids with navy blue symbols on them and the pixel generations like the Nether portal. They leave an 4 block trail of glowing blue "redstone wire" where they walk. They can fly, but because of the thin and dead air in the Nether, the Rakers could fly easier then the in the Overworld, where it is harder. When they fly they linger, flying in more of a spiral kind of shape. When the Rakers are on the ground, they can shoot blue balls that travel half as fast as an arrow and deal 2 heart damage, and have regular attacks 3 times the power of zombies. Rakers are in few numbers as power has had to be kept in the Nether, so finding these beings is few and far between, and only at night, as the sunlight will make any Rakers frenzy, retreating into the Nether. All Rakers are blind, so staying still will prove to be effective as long as you are not close to them. They use sound and sense to find their targets. If daylight approaches, the Raker will find a cave, or in a more drastic circumstance, hide under a tree, and will not leave until darkness falls again. The Nether is the only safe place to get away from these creatures, as they are satisfied with you condemned, and only get annoyed if you enter their territory(nether castles) or get close to the portal. A natural repellent for the beasts is fully grown wheat(still in the ground) for an unknown reason. If you choose to challenge a Raker to battle, a Raker will retreat to the Nether before death, and upon killing you, condemn you to the Nether(with your items) and you must fight through to find a portal in one of the outposts. If you have 2 stacks or more wheat in your hotbar, the Raker cannot retreat to the Nether in battle, and if you have 4 stacks of wheat in your hotbar, the raker cannot take you into the Nether upon death, but you will lose the wheat. If you manage to kill a Raker, there is a chance it will drop something that looks like a daimond only darker, and can be used to make tools, but these are ineffective in combat in the Nether. If you manage to infiltrate the Raker's fortess and make if all the way down into the depths of their fortress, you will find a portal shaped like a Nether portal, only it has 4 sides and a top and bottom to it. You must place a "dark diamond" on each block for the full portal to activate, which will take you to a place in the Nether that is ravaged and torn, with random blocks sprouting everywhere, and it looks like griefers had a giant party. There you will find the Grand Raker, who has the form of a regular Raker, but with red symbols instead of blue. He regularly attacks. Once you beat his first form, he turns into a black block but 4x4x4 blocks, and can shoot fireballs like ghasts. He flies low enough at some points to be able to hit him with a sword while jumping. His next form is as a small red silverfish, in which he hides in the Netherrack, summoning minions to fight on top of the block he's on. His forth and final form is the player, except emitting the red symbols, and messes with the camera by making the player see out of his eyes, his third person view, the players front person view, and an overview of the battlefield changing back to the regular view of the player. His attacks are ghast fireballs when he flies, summoning lava from the ceiling, summoning minions, making the player drop their item equipped in front of them, and normal attacks with extra knockback. While the camera view is changed, he will not do any attack but attack normally, and will not change the camera while minions are present. Once defeated, he will drop his soul, along with a few other souls of those he has taken. You can use his soul with a tool or armor to make it last forever, but it can only be used with something made from "dark diamond". The other souls can be used on anything. Rakers will now become passive mobs and will no longer drop "dark diamond". -Debt and Retribution
This mod takes that when you die means of evil(skeleton/zombie/spider/ect), you will re-spawn in a sort of castle. If you have placed many blocks, planted trees, and bred many animals, it is celestial and peaceful. If you have killed many animals, chopped trees without restraint, and taken from villagers more than the good deeds you have done, you will spawn in an evil castle.
In the Celestial castle, you receive and item of your choice for your good deeds. These are items that could only bring peace to the land, such as a golden apple, a diamond hoe, melon seeds, bonemeal ect. You are then taken back to the place you died with a 20 second invincibility shield(in case they died in lava) and receive all the items you died with as long as they can fit.
Note: time spent in these places will count as freeztime and items will not despawn, as well as time of day will not go by.
If you are by chance taken to the "Evil" castle, you are given a wooden sword. You must prove yourself by purging the world of monsters. The scenery is crude and warped, while lava drips from the ceiling onto the floor; then disappearing. Once the wooden sword breaks; depending on the severity of your crimes, you are given a stone sword as the mobs continue to increase in numbers. If you have done enough wrong you will get more swords you have to break until you have paid your debt. You are then given a gold sword, then iron, then diamond. Once you have killed so many mobs or have broken all the swords, a door opens, and when you enter you will spawn back to your regular spawn, with no XP or items from the castle, and now must go back and retrieve your items. Your standing is now neutral, so if you do good things from this point on you will go to the Celestial castle. Dying by means of killing yourself with a poison potion, or falling without being hit by a monster 16 seconds before will take you to the Nether castle automatically(the idea is if they did good deeds and killed themselves to get an item) but your punishment is less severe and you must only break 2 swords, and receive half of your items upon respawn. -The Corrupted
This mod idea is that in the Nether there are cave systems, and a vast amount of ores; some never seen before; inside the caves, which are flooded with enough lava to make traversing them an extreme hazard. There are also the corrupted, which are mobs with the Steve skin, except for their red eyes and grayish skin. If a corrupted sees any entity(whether you or another mob; even another corrupted) they will go right for them and kill them at any cost, so that they may have all the riches themselves. They wield a pickaxe of varying materials, and will mine the ore they can get to without being burned. If you chose to take the riches of the Nether be wary, as mining too much ore at once can start to turn your vision red. If it continues, you will become corrupted, and must mine Nether ore as sustenance as if it were food. While you are corrupted, your hunger bar depletes and picks up speed if you do not mine ore for so long. The only way to cure corruption is to burn all the ore you mined during the trip, or to leave it on the ground and never pick it up, along with anything you made from the ores. The ores I was thinking of would have some used for special purposes. An ore that drops dust like redstone would be called saborite ore, and would be used with food to increase its effectivness, and giving some special effects, depending on how much saborite was used. Saborite would spawn anywhere below "sea level" in the Nether and in caves.
Another ore that would be used to make everything but tools and armor in replace of iron would be called lugarum ore, and would be more common than iron; spawning anywhere than 48 blocks below "sea level". It could also be used to make gold items, and of course would be smelted to make ingots.
The next ore is caloran ore, which is used to make tools and is between the tier of iron and diamond. This ore, when used to make armor or tools, has a habit of catching things ablaze, so if you make boots, wherever you walk has a chance of catching aflame, as well if you make a hoe, chances are no good will come of that. This is also smelted to make ingots.
The last ore is called nacidalori ore, which only forms under lava, and quite far down in the world. More common than diamond but at the cost of much less accessable, this ore has 1.5 times the durability and 2 times the power of diamond. This ore was born from fire, and remains so hot that you must use some saborite on the ingots to make them cool enough on the inside for you to wear. Also, if you make boots from this material, you can walk on water to make cobblestone at your feet, and if you have a full set obsidian will be created instead. You cannot walk on lava but if a full set is on you can swim inside lava with no consequences. This ore can also be crafted into a block that will burn forever, and combining nine of these on a crafting table will create a block that can burn in a furnace forever. Placing one of these regular blocks will melt any snow or ice, and evaporate any water within a 12 block radius, and have a chance of catching flammable material on fire. Placing a block made of 9 of these blocks will increase the radius and effects by 3, turn any sand to glass, and produce a light level equivalent to 3 pieces of glowstone. Anyone who touches this block without a torso piece made of this armor will catch on fire and lose 2 hearts on contact, knocking them back.
These ideas are outlines, and not set in stone. I'd love to have help from experienced mod makers and others to make the mechanics flow smoothly, and especially make it boost the core experience, not make it constantly remind you you're playing on a mod.
Thank you, please reply!
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A few nights ago, (weeks now) I had a dream. It had begun as my friend and I exploring the Minecraft landscape, and on doing so we came across a forest. In the forest, there were turrets. They were hanging from trees, on the ground, sprouting out the side; every way possible. As the dream continued it became more distorted and non-sensical, but the main idea that stayed was that the turrets only worked at night, or in the darkness. This gave me an idea, as what if the turrets were placed by an alien race or just another civilization? They could be "Steves", Testificates; just something that has hands so it makes sense. They would reside on the surface and underground; the farther down the bigger the bases go; and would be guarded. They too, would only come out at night, and have some gadgets that protect them during the day. Their turret robots have a sprouting base of a half block, and the turrets themselves are one block, and have an arm ejecting from their side.
This is my basic outline. The gadgets and all that I don't have that much for yet, and I would discuss if anyone is interested in coding this mod. I'd also appreciate anyone giving back and pitching revisions or ideas. Thank you, please reply!
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The following mod idea is just that. An idea. It can be changed, revised, and it will remain an idea without anyone adopting the coding for this mod. Don't worry about credit, seeing this mod in the game and good would be amazing, just if it becomes one of the more popular mods I'd appreciate some recognition.
Minecraft is a game that has atleast these 2 elements: creation, and survival. Lately, the survival aspect has diminished and it has become quite easy to survive in the world.
My idea is: make the night scarier and tougher. Mobs spawn in the darkness, so make the darkness something to fear. At night, or in caves, make the longer you spend time in the darkness affect your character more. You start to see things, hear things, some utterly unexplainable. Just being in an area with no light whatsoever will start to diminish your very life.
Make the darkness inject itself into your head, filling it with insane ideas and terrifying images, something to get your heart racing. The more it infects your mind, the more mobs spawn to confront you, some even sneaking in behind you. As you start to go insane, you become less effective at harvesting resources and defending yourself, and misusing your tools; breaking them faster.
Make the light a haven. Regain your faculties in the welcoming yellow glow of torches and lamps. Fight the pummeling onslaught of the dark with light.
That is what Minecraft is about, right? Filling the world with your own light.
To be perfectly clear, my idea is to make Minecraft harder to survive by adding a feeling of fear and dreading when night falls. Depending how much the light level is around the player, the player will have distortions on their screen, such as waves bending the images, or a purple like roots sprouting across the monitor. Along with this, the longer the player is exposed the more serious the effects will become, such as more mobs will spawn and the distortions will become more rapid and severe, which can be alleviated by spending enough time in enough light, which will steadily bring the character back to a normal state. Zombies should also be able to spawn behind the player, being silent until the first strike. Being frightened and only getting worse, your ability to use tools should decrease, making it take longer to break blocks and making tools decay faster, as if you were misusing them and breaking them faster.
This mod, if anyone chooses to adopt it, (as I don't know Java language) I feel will add an intensity, excitement, and challenge to Minecraft's caves and nightfall while creating a sense of strong conflict between the player and the dark with its minions.
On a side note- in the future I'd hope for improvement in mob behavior in the mod, such as zombies sprinting for so many blocks upon seeing the player, creepers stalking the player, and skeletons taking cover and trying to get a height advantage on the player.
Thank you, please reply!
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Oh wow, I sincerely apologize. I was so tired and frustrated that I completely missed the text entry *under* the thread title. That's pretty embarrassing. Oh well, can't really delete and pretend like it never happened.... so just ignore the nonsense and pick out whatever you want.
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The following script is a mod idea/request. This means that 1, it is an idea, and can be changed, reformed, and revised. It is not set in stone. And 2, it is a request because I do not know the java language. If this mod hopes to make it for download there will need to be a brave soul who will take it in and code it. If you like the idea, please tell your friends, bump it up, or if you code yourself just let me know; if it isn't too much trouble. Now that I wasted some of your time in the preamble, I will let you read. Enjoy.
It is one of the most annoying things to join a server, go to the "wilderness" and find that within 5 kilometers of the spawn the ground is torn, jagged, and as ugly as a face full of slimy, oozing zits. But there is a solution! Simply, the idea would be a sort of Bukkit plugin; or if it could be made into a regular mod (so it can be more accessible and easy). My idea derives from when in the colonial times, the United States gave free land to farmers in the Louisiana Purchase so long as they developed the land for 5 years. This plugin/mod will have a command that when you /set home, it selects the closest 4 chunks around you. This is the spot where you can build, mine, farm, ect. It can be flexibly set that it cost money, or gives more or less land to meet people's specific needs.
Upon getting the home, the player is given 16 saplings in case there are no trees, and 16 seeds in case there is no grass. It is up to the player to keep up their home and not run out of these resources. If a player does not log in for 4 weeks (just over the time thought to be a long vacation) he/she will have 48 hours (so actually 4 weeks, 2 days) until the plot will be up for sale, and anyone who buys it can choose to revert the plot back to the original state, or to keep the previous player's buildings up.
One might say they are a miner. Maybe eventually they mine all they can on their property. To stop this from happening, they can obtain mining rights for a vertical shaft. This can be placed anywhere off their existing property and grants a 6x6 space going from the topsoil to the bedrock. Mining rights can only be obtained from selling goods as to not abuse the use of them.
Those are the functions on the server, but behind the scenes, the mod will have to keep track of the user's plots, so if they are a griefer, the plot can be reset and resold. To do this, the system will make periodic saves of the server, as well as a save right after a user purchases a plot, and after they log out (though logging out optional). Additionally, starting a town will require the user to have about 6 well kept plots of land for atleast 7 minecraft days, and any extra plots will cost goods and supplies.
I hope that you will support this idea. Thank you, please reply!
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Thanks. I'll do what I can to help you. If there's anything I can do just tell me and I'll do my best to see that it happens.
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-Smart Biomes
My idea of smart biomes is to take a realism effect to Minecraft biomes. No more tiagas next to deserts next to mountians that have no snow on them. This mod would make the cold environments higher in elevation, mountains be capped with snow if past a certain point in world height, and a dry, arid desert not be next to a wet snow biome. The mod would also make each biome survivable in their own respect, so you don't have to rely on wood from a forest if you are in a desert. Animals would realistically hide from you upon sight, except for farm animals and the friendly cow. Lastly, the mod would make all animals have to rely on certain biomes to survive, so they would not leave their living space, so you can know what you can find where without question.
The Mountains- The mountians would have bushes and trees growing on them in lower elevations, and have snow and ice the higher they go. Goats would dominate these areas, capable of jumps as much as 3 blocks high if they charge them, and the player can milk them and receive meat from them as well. Grass would be scattered throughout the biome.
The Forest- The forest is pretty much already survivable, in which apples can be found, trees, and wild chickens will run free. Lakes and rivers will have bottoms of dirt and coasts of clay.
Desert- The desert will be still be a tough biome to survive even with some improvements, like dead buses dropping sticks and wood. In the desert at night, animals like desert hares or foxes will come out. There occasionally will be oasises with a thicket of trees and grass. Cacti will give water to the player if an empty bucket is in their inventory.
The Tundra- The tundra will have a few pine trees scattered around, have frozen lakes, and wolves, snow hares, and other animals will live there. Not many tall grass and plants grow there.
Tiaga- Tiaga biomes will be high in elevation, and usually will be around or mixed with a tundra biome. It will also have wolves and snow hares, as well as chickens. More tall grass will grow here than a tundra, but it is still few and flowers are rare, mostly found in lower elevations. Due to its cold, apples do not drop from trees.
The Ocean- This seems to be the most inhospitable place, and surviving here is near impossible, just made a little easier. In the ocean, any fish will spawn and in large numbers, growing with increased depth. They can be caught by fishing rods, and also caught by crafting a net block, which is crafted by string in 4 corners and the middle. Fish are attracted to rotten flesh (like chum) and are less inclined to go for it if they can see any people nearby (within an 8 block range on their level and 4 block radius for above or below them) except if they are in a boat. The net block can catch one fish or can be combined in the water to catch multiple fish. This block should mesh with the water so it does not replace the water block. The bottoms of oceans should be mostly sand, except toward shore, where it will be dirt as well as sand. On the sand, some edible plants have grown like coral (I think) and; in some parts; giant kelp forests full of fish. On the surface, algae has grown and acts like a boat, floating atop the water, so that upon collision with a watercraft it does not break the craft. The algae will slowly grow, and can be harvested, which will attract some fish to the surface if placed in the water again. Remnants of old mountains can be found around the ocean, along with underground caves and saltwater trees, which grow in bays with dirt close to the surface, and on soil on the tip of the ancient mountains, and are the same as swamp trees, except faded, and making charcoal out of their woods lasts twice as long.
The Swamp- The swamp will be flat, as always, but have less of a stringy quality and have more islands. It will have many pigs that are swimming often, and plenty of clay. The marshy soil grows many weeds which can be used to weave rope, or be crafted into a block to replace wool, or crafted with one weed in the middle, and two on corners in the same row to make a string substitute. Octopi love this biome, but fish tend to stay out of it. Different color flowers grow on lily pads, which will sometimes drop, and can be combined together in a straight row of 3 to make dye.
The Plains- Flat and full of sheep, chickens, and cows, this place is great for farming. Almost all of the grass is covered in tall grass, and thickets of trees dot the fields, usually growing around lakes where many animals can be found, along with coyotes (essentially brown wolves). Coyotes are harder to tame than wolves, and spend most of the day in the shade of the forest or in caves on the plains. If you enter their territory, they will attack you in packs.
These are my ideas for the mod, and can be changed and revised, but are what I feel can be used to enhance the core experience and make biomes more independant and survivable, make animals more realistic, and make the game more fun. If there are any biomes I missed, (except beaches and extreme hills, ect.) please tell me along with any comments or ideas you have. Thank you, please reply!
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-A Real Hell
The Nether World in Minecraft is supposed to resemble Hell. It has Zombie Pigmen, Ghasts, and now things like Blazes and the works. But I've always felt it was missing something. This idea, is that the Nether is a place constantly in battle. All the skeletons, and zombies (not spiders or ender creatures) who have been defeated now reside here, turned and warped into a horrible form by means of dark worship.
Zombies are 2x and fast and 1.5 times as powerful, but have less of a kick to their attacks. Their skin is more exposed and their clothes tattered, and killing them with cold stone weapons seems to be the most effective. Skeletons have become dark red, evil creatures, and are one of the most feared creatures of hell for their intelligence and marksmanship. Though in their prominance they have become lazy, and barely move, milling around scattered rare and wide until their next shot comes along, which they attack with flame arrows, which set the target or block on fire for 5 seconds.
And the Pigman. In the Overworld, a pig's pork is the best thing in terms of consumption. In the Nether, these gracious animals also give their eternal lives to protecting and keeping Hell in order. Some pigs now have more than a gold sword, and any mob that turns to fight you (except ghasts) will be met by the fury of their swords. If you attack them, be expected to be challenged with a force to be reckoned with, as their swords' effectiveness on the living is doubled.
The following are mods I hope to make optional but compatible with the others.
-The Rakers
Lately, there have been intrusions in the land of Minecraftia. It seems that breaches from another dimension have been rampant across the vast lands. The Rakers, who feed of fear and injustice, mainly reside in the Nether, feeding off the despair and evil of its inhabitants. Unfortunately, the recent breaches have disturbed them, and they want the souls of those who have entered their realm without permission. The majority now rake the land at night, searching for the ones who have dared challenge their might. You may now find other companions wandering the land with the Steve skin on, seemingly lost and confused(but these are not the Rakers). The Rakers are black humanoids with navy blue symbols on them and the pixel generations like the Nether portal. They leave an 4 block trail of glowing blue "redstone wire" where they walk. They can fly, but because of the thin and dead air in the Nether, the Rakers could fly easier then the in the Overworld, where it is harder. When they fly they linger, flying in more of a spiral kind of shape. When the Rakers are on the ground, they can shoot blue balls that travel half as fast as an arrow and deal 2 heart damage, and have regular attacks 3 times the power of zombies. Rakers are in few numbers as power has had to be kept in the Nether, so finding these beings is few and far between, and only at night, as the sunlight will make any Rakers frenzy, retreating into the Nether. All Rakers are blind, so staying still will prove to be effective as long as you are not close to them. They use sound and sense to find their targets. If daylight approaches, the Raker will find a cave, or in a more drastic circumstance, hide under a tree, and will not leave until darkness falls again. The Nether is the only safe place to get away from these creatures, as they are satisfied with you condemned, and only get annoyed if you enter their territory(nether castles) or get close to the portal. A natural repellent for the beasts is fully grown wheat(still in the ground) for an unknown reason. If you choose to challenge a Raker to battle, a Raker will retreat to the Nether before death, and upon killing you, condemn you to the Nether(with your items) and you must fight through to find a portal in one of the outposts. If you have 2 stacks or more wheat in your hotbar, the Raker cannot retreat to the Nether in battle, and if you have 4 stacks of wheat in your hotbar, the raker cannot take you into the Nether upon death, but you will lose the wheat. If you manage to kill a Raker, there is a chance it will drop something that looks like a daimond only darker, and can be used to make tools, but these are ineffective in combat in the Nether. If you manage to infiltrate the Raker's fortess and make if all the way down into the depths of their fortress, you will find a portal shaped like a Nether portal, only it has 4 sides and a top and bottom to it. You must place a "dark diamond" on each block for the full portal to activate, which will take you to a place in the Nether that is ravaged and torn, with random blocks sprouting everywhere, and it looks like griefers had a giant party. There you will find the Grand Raker, who has the form of a regular Raker, but with red symbols instead of blue. He regularly attacks. Once you beat his first form, he turns into a black block but 4x4x4 blocks, and can shoot fireballs like ghasts. He flies low enough at some points to be able to hit him with a sword while jumping. His next form is as a small red silverfish, in which he hides in the Netherrack, summoning minions to fight on top of the block he's on. His forth and final form is the player, except emitting the red symbols, and messes with the camera by making the player see out of his eyes, his third person view, the players front person view, and an overview of the battlefield changing back to the regular view of the player. His attacks are ghast fireballs when he flies, summoning lava from the ceiling, summoning minions, making the player drop their item equipped in front of them, and normal attacks with extra knockback. While the camera view is changed, he will not do any attack but attack normally, and will not change the camera while minions are present. Once defeated, he will drop his soul, along with a few other souls of those he has taken. You can use his soul with a tool or armor to make it last forever, but it can only be used with something made from "dark diamond". The other souls can be used on anything. Rakers will now become passive mobs and will no longer drop "dark diamond".
-Debt and Retribution
This mod takes that when you die means of evil(skeleton/zombie/spider/ect), you will re-spawn in a sort of castle. If you have placed many blocks, planted trees, and bred many animals, it is celestial and peaceful. If you have killed many animals, chopped trees without restraint, and taken from villagers more than the good deeds you have done, you will spawn in an evil castle.
In the Celestial castle, you receive and item of your choice for your good deeds. These are items that could only bring peace to the land, such as a golden apple, a diamond hoe, melon seeds, bonemeal ect. You are then taken back to the place you died with a 20 second invincibility shield(in case they died in lava) and receive all the items you died with as long as they can fit.
Note: time spent in these places will count as freeztime and items will not despawn, as well as time of day will not go by.
If you are by chance taken to the "Evil" castle, you are given a wooden sword. You must prove yourself by purging the world of monsters. The scenery is crude and warped, while lava drips from the ceiling onto the floor; then disappearing. Once the wooden sword breaks; depending on the severity of your crimes, you are given a stone sword as the mobs continue to increase in numbers. If you have done enough wrong you will get more swords you have to break until you have paid your debt. You are then given a gold sword, then iron, then diamond. Once you have killed so many mobs or have broken all the swords, a door opens, and when you enter you will spawn back to your regular spawn, with no XP or items from the castle, and now must go back and retrieve your items. Your standing is now neutral, so if you do good things from this point on you will go to the Celestial castle. Dying by means of killing yourself with a poison potion, or falling without being hit by a monster 16 seconds before will take you to the Nether castle automatically(the idea is if they did good deeds and killed themselves to get an item) but your punishment is less severe and you must only break 2 swords, and receive half of your items upon respawn.
-The Corrupted
This mod idea is that in the Nether there are cave systems, and a vast amount of ores; some never seen before; inside the caves, which are flooded with enough lava to make traversing them an extreme hazard. There are also the corrupted, which are mobs with the Steve skin, except for their red eyes and grayish skin. If a corrupted sees any entity(whether you or another mob; even another corrupted) they will go right for them and kill them at any cost, so that they may have all the riches themselves. They wield a pickaxe of varying materials, and will mine the ore they can get to without being burned. If you chose to take the riches of the Nether be wary, as mining too much ore at once can start to turn your vision red. If it continues, you will become corrupted, and must mine Nether ore as sustenance as if it were food. While you are corrupted, your hunger bar depletes and picks up speed if you do not mine ore for so long. The only way to cure corruption is to burn all the ore you mined during the trip, or to leave it on the ground and never pick it up, along with anything you made from the ores. The ores I was thinking of would have some used for special purposes. An ore that drops dust like redstone would be called saborite ore, and would be used with food to increase its effectivness, and giving some special effects, depending on how much saborite was used. Saborite would spawn anywhere below "sea level" in the Nether and in caves.
Another ore that would be used to make everything but tools and armor in replace of iron would be called lugarum ore, and would be more common than iron; spawning anywhere than 48 blocks below "sea level". It could also be used to make gold items, and of course would be smelted to make ingots.
The next ore is caloran ore, which is used to make tools and is between the tier of iron and diamond. This ore, when used to make armor or tools, has a habit of catching things ablaze, so if you make boots, wherever you walk has a chance of catching aflame, as well if you make a hoe, chances are no good will come of that. This is also smelted to make ingots.
The last ore is called nacidalori ore, which only forms under lava, and quite far down in the world. More common than diamond but at the cost of much less accessable, this ore has 1.5 times the durability and 2 times the power of diamond. This ore was born from fire, and remains so hot that you must use some saborite on the ingots to make them cool enough on the inside for you to wear. Also, if you make boots from this material, you can walk on water to make cobblestone at your feet, and if you have a full set obsidian will be created instead. You cannot walk on lava but if a full set is on you can swim inside lava with no consequences. This ore can also be crafted into a block that will burn forever, and combining nine of these on a crafting table will create a block that can burn in a furnace forever. Placing one of these regular blocks will melt any snow or ice, and evaporate any water within a 12 block radius, and have a chance of catching flammable material on fire. Placing a block made of 9 of these blocks will increase the radius and effects by 3, turn any sand to glass, and produce a light level equivalent to 3 pieces of glowstone. Anyone who touches this block without a torso piece made of this armor will catch on fire and lose 2 hearts on contact, knocking them back.
These ideas are outlines, and not set in stone. I'd love to have help from experienced mod makers and others to make the mechanics flow smoothly, and especially make it boost the core experience, not make it constantly remind you you're playing on a mod.
Thank you, please reply!
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A few nights ago, (weeks now) I had a dream. It had begun as my friend and I exploring the Minecraft landscape, and on doing so we came across a forest. In the forest, there were turrets. They were hanging from trees, on the ground, sprouting out the side; every way possible. As the dream continued it became more distorted and non-sensical, but the main idea that stayed was that the turrets only worked at night, or in the darkness. This gave me an idea, as what if the turrets were placed by an alien race or just another civilization? They could be "Steves", Testificates; just something that has hands so it makes sense. They would reside on the surface and underground; the farther down the bigger the bases go; and would be guarded. They too, would only come out at night, and have some gadgets that protect them during the day. Their turret robots have a sprouting base of a half block, and the turrets themselves are one block, and have an arm ejecting from their side.
This is my basic outline. The gadgets and all that I don't have that much for yet, and I would discuss if anyone is interested in coding this mod. I'd also appreciate anyone giving back and pitching revisions or ideas. Thank you, please reply!
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The following mod idea is just that. An idea. It can be changed, revised, and it will remain an idea without anyone adopting the coding for this mod. Don't worry about credit, seeing this mod in the game and good would be amazing, just if it becomes one of the more popular mods I'd appreciate some recognition.
Minecraft is a game that has atleast these 2 elements: creation, and survival. Lately, the survival aspect has diminished and it has become quite easy to survive in the world.
My idea is: make the night scarier and tougher. Mobs spawn in the darkness, so make the darkness something to fear. At night, or in caves, make the longer you spend time in the darkness affect your character more. You start to see things, hear things, some utterly unexplainable. Just being in an area with no light whatsoever will start to diminish your very life.
Make the darkness inject itself into your head, filling it with insane ideas and terrifying images, something to get your heart racing. The more it infects your mind, the more mobs spawn to confront you, some even sneaking in behind you. As you start to go insane, you become less effective at harvesting resources and defending yourself, and misusing your tools; breaking them faster.
Make the light a haven. Regain your faculties in the welcoming yellow glow of torches and lamps. Fight the pummeling onslaught of the dark with light.
That is what Minecraft is about, right? Filling the world with your own light.
To be perfectly clear, my idea is to make Minecraft harder to survive by adding a feeling of fear and dreading when night falls. Depending how much the light level is around the player, the player will have distortions on their screen, such as waves bending the images, or a purple like roots sprouting across the monitor. Along with this, the longer the player is exposed the more serious the effects will become, such as more mobs will spawn and the distortions will become more rapid and severe, which can be alleviated by spending enough time in enough light, which will steadily bring the character back to a normal state. Zombies should also be able to spawn behind the player, being silent until the first strike. Being frightened and only getting worse, your ability to use tools should decrease, making it take longer to break blocks and making tools decay faster, as if you were misusing them and breaking them faster.
This mod, if anyone chooses to adopt it, (as I don't know Java language) I feel will add an intensity, excitement, and challenge to Minecraft's caves and nightfall while creating a sense of strong conflict between the player and the dark with its minions.
On a side note- in the future I'd hope for improvement in mob behavior in the mod, such as zombies sprinting for so many blocks upon seeing the player, creepers stalking the player, and skeletons taking cover and trying to get a height advantage on the player.
Thank you, please reply!