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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!

    Might I suggest using some sort of steam-powered gun for the fishing rod? That way you might be able to choose a more appropriate sound as it fires the hook and bobber out of its barrel, like one of those toy guns with corks?

    Posted in: Resource Packs
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    posted a message on FantasyCraft
    The first thing this mod would do is create a basic alignment system. There would be two axes would be good-evil and law-chaos. Each NPC would be assigned one of each, and be hostile to those of a differing alignment, regardless of whether the other axis matches.
    The player should be capable of joining an alignment, probably by killing those of the opposing alignments. For example, to join the Lawful Good guys, the player would need to target and kill Chaotic Evil guys. Perhaps there should be a function which would be accessed via the GUI API mod which will lock the player's alignment, in case they've reached an alignment they like and don't feel like switching.

    The second thing this mod would do is insert several new mobs into minecraft:

    Alignment: Lawful Good
    Equipment: Iron Axe or Pickaxe
    Drop: Stone
    Spawn: On Stone in the lower half of the map, any lighting level
    Misc: Dwarves should be shorter than normal, as in they look as if they're standing on a half-block instead of a full block.

    Alignment: Chaotic Good
    Equipment: Bow and Arrows or Wooden Sword
    Drop: Sapling
    Spawn: On Grass and Leaves, any lighting level
    Misc: Perhaps the elves should have a slightly thinner model, but the normal model would probably work just as well.

    Dark Elves
    Alignment: Lawful Evil
    Equipment: Iron Sword
    Drop: Spiderweb
    Spawn: On Stone in the lower half of the map, only darkness
    Misc: Dark elves should have the possibility to spawn riding a spider, and/or have the ability to climb walls like them.

    Alignment: Chaotic Evil
    Equipment: Stone Axe
    Drop: Stone Axe
    Spawn: On Sand, Gravel, Dirt, and Stone, only darkness
    Misc: N/A
    Posted in: Requests / Ideas For Mods
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    posted a message on Idea for Experience Gain
    Alright, I saw a post about the experience bar in 1.8. I also read that Notch wasn't sure how to grant experience to players. My idea is that every time you collect a new block type (per world/life, depending on how experience loss is handled), you gain a small amount of experience. Also, when you craft a new item, you also gain experience (tools would be kept track of per material.) As for the old-fashioned way of slaying monsters to get experience, each mob could provide experience if the player landed the killing blow. As for experience loss, I'll let Notch figure that one out, but the block-breaking and item-crafting experience should be reset (at least partially) if the player dies.
    Posted in: Suggestions
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    posted a message on Rules of Islam and Other Religions in Minecraft [PIC HEAVY]
    I think that's a really cool way to play the game.

    Personally, I prefer to come up with insane in-game religions to follow for fun.
    I remember creating the Religion of Snow. It had only one major rule: never break snow! This rule could be broken for two reasons only: collection (with a shovel) for a sacrifice at the local snow temple, and collection (with a shovel) for creating space for a new building. I had about 20 stacks (64 each) of solid snow blocks by the time my little snow-village was done!
    It's holy item was the shovel.
    Posted in: Discussion
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    posted a message on [V1.6.4] NecroCraft[WIP]
    Posting to follow.
    Posted in: WIP Mods
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    posted a message on [ALMOST UPDATED] Ice Mod
    Pure Awsomeness.
    Posting to follow, and show my support.
    Posted in: Minecraft Mods
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    posted a message on (Mod Project) MineRPG
    I'm posting for two reasons:
    1. To follow this thread.
    2. To say that the slave is black due to the amount of coal he's been forced to mine, not due to race. There, solved the racist issue.
    Posted in: Mods Discussion
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    posted a message on Minecraft Bosses
    Quote from telekrus »

    Interesting idea. I'm just worried that there may not be enough room for strategy to make it worth adding. It would also annoy players if they suddenly found their sword wasn't doing anything, or spent a long period of time hitting him with a sword he's immune to, wondering why he isn't dying. A resisted sword should at least do the damage of a non-tool. After all, you are hitting him.

    For the hitting him with a sword that he's immune to, I agree that he should take non-tool damage from it rather than being plain immune, and if the player doesn't get that he's immune to the sword (which is why I mentioned the changing eye colors [which I admit not everyone will notice]), ten second later he's not immune to that weapon. I've noticed that your intent is for relatively lengthy boss fights, so I don't think ten seconds will do too much. However, since I have been unable to test it, maybe a shorter duration between immunity switches would make him more appealing. I just don't want his immunity to become pointless as he constantly switches between immunities so fast it's pointless to try to take advantage of them. Maybe there should be a way to even more easily tell the player which material he's resisting, in case they never read this thread.
    Posted in: Suggestions
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    posted a message on Minecraft Bosses
    Horseman of the Apocalypse (it's the general idea, it's open to other names).
    Lair: An altar made out of obsidian in front of a portal (unusable), located either in a swamp or underground in a large cave.
    Spawn: When the player approaches, a ring of flames around the area (a moderate battle arena area aboveground, or the confines of the cave) ignites, and an evil laugh, followed by a horse whinny is heard, seconds before he charges out of the portal to attack the player.
    Appearance: A black knight on a nightmare (black horse with flames where hair should be), wielding a black sword.
    Special Ability: Shifting Immunity - the Horseman can become immune to one material used in weapons. The material will always be the material of the current tool the player is holding (assuming he's holding a tool), or randomly switch to a different material should he be currently immune to that material or if the player isn't holding a tool. The material will be changed once every 10 seconds. To show this, his eyes reflect the color of the material he is resisting: Orange = Wood, Grey = Stone, White = Iron, Yellow = Gold, and Blue = Diamond.
    Flame Immunity - the Horseman cannot be damaged by fire.

    Attacks (in descending order of frequency):
    Charge - Typical lunge at the player. Cannot be stopped by the player hitting him, but has a buildup which can be easily sidestepped.
    Cleanse - ignites all flammable blocks in a line from the horseman to the player, out to a range of 10 blocks.
    Judgement - shoots a projectile 10 blocks into the air, which explodes into 5 projectiles that scatter up to three blocks in random horizontal directions, then come crashing back down to earth, damaging the player if they are hit, and igniting any flammable material if it is hit. Doesn't damage the Horseman.

    This boss is designed to keep the player on their toes during the fight, as he can suddenly become immune to their sword, forcing them to keep spares (of different materials) handy. Theoretically, this can be bypassed by hitting him with a non-tool, but it will take for-fricking-EVER to defeat him like that.

    This is my best boss idea yet, if I do say so myself. Comments/criticisms?

    EDIT: No, I'm not sure what type of drop he should have.
    Posted in: Suggestions
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    posted a message on Dwarves in Minecraft
    Perhaps this should be a mod suggestion? In that case, anyone wanna do this? I'm no modder.
    Posted in: Suggestions
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    posted a message on Dwarfcraft - Dwarf Fortress Texture Pack (v1 Now Available)
    Hey! maybe you could make the grass edge into a triangle!
    Posted in: Mods Discussion
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    posted a message on Minecraft Bosses
    Maybe we could have a Dungeon-Keeper-esque dungeon heart boss. One that like the necromancer, will have tons of mobs near him, but unlike the necromancer, will have far more hearts, be considerably larger, and won't move at all during the combat. It can't do anything apart from sit there. It's defense comes in the form of traps (dispensers and perhaps some form of pit trap) and mobs (spawners, maybe). Creepers would have to NOT spawn, for fear of blowing up the dungeon itself. That would be bad for the heart's life expectency.

    This MIGHT count as a copyright violation, and if so, I apologize for ever suggesting it.
    Posted in: Suggestions
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    posted a message on Anarcho-Communists of Minecraftia
    1. (True/False) I've read/understood the first paragraph of the Anarcho-Communism Wikipedia page.
    2. (True/False) I understand that this clan is NOT associated or in agreement with with Soviet/Stalinist or Socialist ideals.
    3. (True/False) I've read/skimmed-over the Common Practice section of the clan forums.
    4. What attracts you to ACoM?
    I always had an interest in communism, but I never understood anarchy until I stumbled upon your clan. Fascinating stuff. I only knew about the public view of violent anarchy until I came here. And then I read, and I couldn't stop reading.
    5. What's your Minecraft Account name?

    P.S. I don't go into online worlds much at all, I generally stick to private servers. If this is a problem, just forget my application. Thank you.
    Posted in: Clans
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    posted a message on Minecraft Bosses
    Quote from keyofdoor »
    and will probably ruin your pants

    Posted in: Suggestions
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    posted a message on Minecraft Bosses
    Perhaps the mechanic's item should act like a metal detector, making beeping sounds as you near ore.
    Posted in: Suggestions
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