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May 13, 2011As of now, I see some good ideas, and some bad ideas. But, one of my main points is the Axe. As we all know, Axes are for cutting trees down, and are good defense, but only while cutting trees. Besides, it costs less materials to make a sword, so perhaps a new type of weapon is needed, namely, the Waraxe (Or Battle-Axe). What I was thinking, is that it would do more damage than the sword, cost more materials, but slow you down, VERY slightly, only while equipped directly in your hand. Also, it could cut down trees at an almost equal pace of the Axe, if not slower. But, you mostly have really good ideas.Posted in: Suggestions
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Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Nov 25, 2012GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: Suggestions
Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
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Aug 8, 2012Superintendent posted a message on The Dragon Thread: Let's Get the Red Dragon Into Minecraft!Posted in: Suggestions
Day of Thread: 988
Table of Contents-
Health: 80 ( × 40)
Armor: 10 ()
Hard Attack Strength: Fire effect
Spawning: One per dragon lair
Size: A little smaller as the Ender dragon
Details: The red dragon is a neutral mob that spawns in dragon lairs. They do not break terrain. They usually rest in the dragon lair, but can occasionally fly around it. If you attack it or try taking anything in the dragon lair, it will attack you. It attacks you by breathing fire on you. The "fire" is a lot of fire particles that fly up to seven blocks away. The particles cannot go through blocks. If the fire particles touch you, you get lit on fire. The dragon can breath fire for around three seconds. All of its body is protected by its scales, except for its underbelly, which has no armor. Snowballs harm it, even through its armor
Tamed Dragons: You can tame dragons as well. Dragon taming works like horse taming, meaning you get on the dragon to tame it. But you can't tame a dragon without giving it gems, like wheat for horses. Dragons will take iron ingots, gold ingots, lapis lazuli, and diamonds. When tamed, the heart particles will appear. You can now get on the dragon, but like horses you cannot move the dragon unless you put a saddle on the dragon. The movement is normal, but instead of jumping, the spacebar makes the dragon fly. The spacebar flaps the wing once, and you can flap the wings ten times before it has to touch the ground again. Each wing flap raises the dragon two blocks. The dragon will breathe fire on any mob that attacks it, not you.
Drops: A dragon drops 2-5 scales,0-3 teeth, 0-3 gold, 1-3 iron, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 6 () plus freezing effect
Spawning: One per ice cavern
Weakness: Fire and lava
Size: Same as red dragon
Details: Frost dragons are bright blue dragons only found in mountains in taiga and tundra biomes. They stay peaceful toward you, unless there is any other dragon near, or there is flint and steel in your hand. They also attack if there is fire nearby. They still attack you like red dragons, except with ice particles that freeze you a little and do some damage. They only spawn in ice caverns, which are the dragon lairs in the winter biomes. Wherever these dragons land, snow appears much like snow golems.
Tamed Dragons: These dragons can be tamed and ridden like red dragons
Drops: 2-5 scales, 0-3 teeth, and 1-5 ice blocks, 0-3 gold, 1-3 lapis lazuli, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 4 () plus burn damage
Spawning: One per Nether lair
Size: Same as red dragon
Details: Nether dragons are dark red dragons. They spawn in Nether dragon lairs, but usually fly around the Nether. They still try to keep near the lair in case of invaders. Nether dragons are always aggressive toward you. Nether dragons are like red dragons, they burn you and are weak to snowballs, but Nether dragons are more like a Nether mini-boss. The will see you from 100 blocks like Ghasts, and will fly at you to attack you. Nether dragons sometimes attack Ghasts
Tamed Dragons: You cannot tame Nether dragons
Drops: 2-5 scales, 0-3 teeth, 1-5 Netherrack, 0-5 gold, 1-8 iron, and very, very rarely a Nether star
Size: Around 7 blocks high, 10 long, and 7 wide
Generation: Only in extreme hills biome
Details: The dragon lair is a rare cave-like structure only generated in extreme hills biome. They only generate on cliffs and hills. It looks like a tall and wide cave entrance, but it ends ten blocks in. The walls and ground have miscellaneous ores that appear by how rare they are. If you try to mine an of the ore, the dragon attacks you
Size: Same as dragon lairs
Generation: In big hills and mountains in taiga and tundra biomes
Details: These ice caverns are rarer than other dragon lairs, basically because there are not that many suitable locations for them to generate. These caverns look just like dragon lairs, but are made of ice. There are a bigger chance of different ores on the floor here
Size: Same as dragon lairs
Generation: In the Nether in cliffs
Details: These dragon lairs are made of Nether brick and Netherrack. The Netherrack in the lair burns constantly. The ground has the same treasures as other lairs. At the back of the lair is a chest. The chest contains some valuables inside, like ingots, tools, armor, and sometimes scale armor
Details: Scales are items dropped by dragons. Scales can be brewed to make a potion. Scales are different colors depending on the dragon that was killed
Details: Teeth drop from dragons. They can be brewed to make a potion, along with crafted into a spear
Details: Armor potions are potions that increase the players defense by 50%. This potion acts like any armor, protecting you from attacks and etc. This potion is made by brewing a red dragon scale with an awkward potion
Details: When drunk or thrown, the target player is frozen for a few seconds. They are vulnerable to attacks, but all damage taken is reduced to 50%. Made by brewing an frost dragon scale in an awkward potion
Fire Absorption Potion
Details: When this potion is used, you gain a regeneration effect while in lava. Made by brewing a Nether dragon scale into an awkward potion
Details: Burning potions light the player on fire, damaging them. This potion will not count if the player has a fire resistance potion, is in water, or if he/she is beneath rain. This potion is made by brewing a dragon tooth in a thick potion
Details: The tooth spear is a longer weapon made with two sticks and a dragon tooth. You can jab with them, dealing four damage (). You can also throw them for six damage (). But a downside is that tooth spears are as weak as gold. They break faster if you throw them
Details: Dragon armor is made by using any scale in an armor pattern. It will protect you against fire, and a little bit of lava. It has 18 armor points (). The armor has durability a little more than diamond
Changelog-Original Update- 11/16/13
- Removed Star Dragon
- Removed Ender Dragon
- Rewrote flying/taming mechanics
- Fixed the formatting glitch
- Edited the thread
- Added more Q&As
- Removed birthday signature
- Added new dragon
- Added pictures to everything
- Added Table of Contents
- Added Changelog
- Added Q&A
- Edited entire thread
- Fixed entire thread
- Added signatures
Questions and Answers-Is this overpowered?
No, dragons are not overpowered. They don't break blocks, and don't seek you out to kill you. When you ride them, other people can hide or fight.
But the flying is overpowered...
Nope. It would be hard to shoot/breathe fire while on a dragon. But you still can. Meanwhile, people on the ground can shoot up at you pretty easily. Remember that you can crash a dragon.
What if servers don't want dragon?
There would be a new option in the server properties file that you can change. It would say "spawn-dragons=" and you say "true" or "false". Also, a new gamerule would be added called "dragonGriefing" would be added.
Don't say this is OP, because the dragons have limits and weaknesses.Just to make clear, the dragons CANNOT BREAK LANDSCAPE.These would be hard to use as a griefing weapon. If you think they are too hard to beat, ask yourself why you attacked them in the first place.
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Nov 26, 2013More skins for mods, or more "combo" skins like using a base color + pattern scheme, like for horses? Total support!Posted in: Suggestions
No need to go overboard with this - we don't need 35 different skins for each animal. But having more than one would already be a boon.
Nov 26, 2013Hello, everyone.. Now this idea, I'm not sure if it has been brought up or not. I searched around for something similar but couldn't really find much. It is something I have been thinking about for a little while.Posted in: Suggestions
As it is an idea that isn't really needed, it is more like just a little something extra for the eyes.
I would honestly like to see, and think there should be, more ''colour varieties'' with some of the animals, such as cows, chickens and possibly pigs. For example, the cows could have the kind of colour thing going on as the horses do. What I mean by this is that the cows in the same group have roughly the same colours and when you breed them it gives the calf the colour ''traits'' as it's parents combined. Colours like black, brown, white and black and white would look nice as cow colours.
As for chickens they could just be randomly coloured like they are in reality. Maybe some black chickens and some reddish brown chickens would look nice along side the chickens that already exist in the game.
And as for the pigs, they'd have to remain pig colours. Maybe light pink with black patches, maybe just light pink, maybe some brown. Or maybe they could go all out and give them rainbow colours. (ha ha.)
Another idea to go along side with this is having the colours depend on what biome the mobs are in.
It wouldn't really be much of a change, just a bit more variety of colours on the existing mobs, if not adding new ones.
I also apologize if something doesn't make sense, I am rather tired but I told myself I'd put it here before I forgot about it.
Nov 24, 2013Bookwyrm77 posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)GUYS! I just thought of a use for cactus! One that's not too OP, as far as I know, uses all functions of the cactus, and even doesn't add too much of a new feature, but rather expands on an old one. Sooo....Posted in: Minecraft Mods
CACTUS FOR DEADLIER ASSASSINS
We've been wanting to use cactus for a long time, and this upgrade finally makes use of all this desert plant has to offer. First, when you throw a single section of cactus down, the clay soldiers will craft little blowguns out of the tough skin, and use the spines as darts. The clay men normally aren't affected by the small sharp darts, but when used in combination with the deadly red mushrooms, the clay soldiers can tip the spikes in mushroom toxins and use the poison attack at the same range that gravel can be thrown. In addition, the soldiers make use of the cactus's natural water holding abilities to create a small container capable of holding the poison of an additional red mushroom, allowing for four doses of poison rather than just two.
Obviously, it will be a while before you guys even consider adding new stuff, but I thought I'd put the idea out there.
In other news, how is the conversion to the new MC system coming? Still a pain in the behind?
Nov 15, 2013MarioBros74 posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)burning coal soldiers, if possible, should get a speed, and damage boost, at the cost of their armor and sticks burning up.also their attacks have a slight chance of inflicting firePosted in: Minecraft Mods
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