It seems like a good idea, always loved the old style servant/helper mods that had a balance to them
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Dec 9, 2017ace1362 posted a message on Pixies - Magical Inventory ManagementPosted in: WIP Mods
1ace1362 posted a message on Taking mod requests and updatesPosted in: Requests / Ideas For Mods
I assumed you went inactive like many people with these threads do https://drive.google.com/open?id=0B6mJJfLQWUY6NnV2eW9vVUVRUTQ
1ace1362 posted a message on All wuppy's mods [Updated Feb 28] Frozencraft, Peacefulpack & Improved mob spawn updated for 1.8Posted in: Minecraft Mods
Could you possibly add koi for 1.11.2?
1ace1362 posted a message on [MOD][WIP] Koi Fish Mod *Version 0.21* Mod by Paradox1123Posted in: WIP Mods
1ace1362 posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
Literally coming back to minecraft after like a year or two for this mod
1ace1362 posted a message on Anybody want a zipline?Posted in: Requests / Ideas For Mods
Great idea would be nice to make tree houses easier
1ace1362 posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Posted in: Minecraft Mods
This may be your opinion but I for one prefer 1.7.10 as do many others since many mods are not updating to 1.8, I would also like to suggest more aquatic life. I hardly see anything in the oceans most of the time, This is possibly a glitch or something. Birds would be intresting to get a rehaulas well
2ace1362 posted a message on [Taking Requests] Barkonia - A magic-based mod for MinecraftPosted in: Requests / Ideas For Mods
ok alot of newer mods are doing a system that I'd love to see. With word based spells where you have to actually type it in for it to be used, maybge you could set up where you have to have some form of magical talisman(enchanted item, wand staff, etc) in order to cast spells but you have to actually type the spell to use it. This would add in intresting idea as you could make your own spells nd save them by writing them down(Look a use for books, finally...) I also like the idea of a familiar
As far as magical creatures go i love em
Dragons- Large and fearsome, but I would like to have a smaller one or a baby that you can tame as a pet
Phoenix- flaming bird sets things on fire randomly(he can't control it) a rebirth system like them dropping an egg that is guarenteed to hatch(only adult maybe to make it fair)
Mermaids- They should be an aquatic form of villager male/female
Sprites- vary based on location and are usually linked to a living thing that they look similar too(Air might have wings, Earth flowers/vines, Water might have scales, Fire is on fire)
Fae- These should be either small lights with wings or small models, either way we should be able to capture and place them in jars which we can then use for decor!
Avians- Villagers with wings and possibly beaks
More ideas soon.....
1ace1362 posted a message on Help finding a mod?Posted in: Requests / Ideas For Mods
I think I remember one called Iron chests that did that
1ace1362 posted a message on DecoyDragons Mod WIPPosted in: WIP Mods
Is there a config for spawning because I have literally not seen a single one in my world all day
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1Alexiy posted a message on Taking mod requests and updatesPosted in: Requests / Ideas For Mods
I wondered if you could do a mob(a very simple mob) I am trying ot find someone who can make me a Koi/Goldfish mod I would be perfectly happy to provide texture and model via techne(included image)
the only things it really needs to do is swim around, have some way to move it and breed (and of course not despawn if i put it in a pond)
If your request is active, I am ready to handle it now.
1Pinkflower05 posted a message on [IDEA/REQ] Merfolk Mod (Under/Water Survival)Posted in: Requests / Ideas For Mods
Though I know this thread is from a while ago, I believe this idea is perfect. I'm no "mod maker" of any sort, but I'm still looking for a mod with these elements.
I believe that if we get enough people to maybe vote for this, mod creators will hear us out. This may seem a little silly, but I believe that with the time and effort we can make this possible. I hope to hear back from one of you on this hopefully!
1Phantomshade posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft ModsQuote from Alexthe666»
It fits, with the dragon and things. I still hoped to have my sword a with a spirit inside it. I really liked that idea, I love it if my sword would talk to me while I playing randomly or you could find sword like that in chest that choose their wielder like the Falchion from Fire Emblem.
1GoldHero101 posted a message on Village Box - Build your own village | updated 8/15/2016Posted in: Minecraft Mods
From using the mod, I have a few suggestions (If you are open to them of course!):
1. Let opposite genders get married and have kids
2. Allow the player to build custom House Boxes
Let me know what you think! ;3
1NinjaRayhan posted a message on [1.11.2] Companions ModPosted in: WIP Mods
Wow, this mod sounds great! But, I'm using 1.7.10.. Can you release it faster? Oh, and please make the companion smarter.
He can: -Mine
- Protect our home (security)
That's my opinion. Thanks!
1Samni_Chippu posted a message on Exotic Birds - Herons, Owls, Pelicans and MORE!Posted in: Minecraft Mods
Hey, the mod is really great, heres a quick suggestion: budgies maybe add a couple more owls in. keep up the good work!
1EzerArch posted a message on MrCrayfish's Furniture Mod: Community Edition - A Different Take on ModdingPosted in: WIP Mods
YES! Let's make your bases look less like caves, but more like civilized houses... or at least like a fancy and shiny cave.
1SolZen321 posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft Mods
Some ideas for when the Royalty aspect gets added back to the mod. Borrow elements from the Minecolony and Tale of Kingdoms mod. Beware, this is going to be long...
When you become king again and you make people a peasant or knights, get an economy going particularly between your peasants, maybe even become able to craft a throne block, using a crown in the recipe, to manage your economy, keep track of it and sit on it (it is a throne. You could construct buildings and assign your peasants and their families to them and upgrade them. If a peasant marries another villager, they become your peasants and so do their children. The economy's currency would be coins, gold coins made from gold nuggets, with peasants s
Like the Minecolony's mod have a grid outlining the biggest the building can go and have that these grid can't over lap (optional visibility)
The buildings would be marked by special chests, or mailboxes to be somewhat original. The mailboxes would have an input and output section in their UI. They would also have UI for each family in a house. The basic buildings would be...
- Households (Where your peasants and their families would be assigned to stay in each of the bed/bedroom) Peasants would go to work and return here at night. They would have off days for story progression.
- Farmhouses, buildings with farms fenced of in the back (would require crops like seeds, carrots, potatoes, or be used for raising animals, like cows, chickens, pigs, horses, sheep and either breeding them, or in the case of non horses, breeding and farming them, the sheep would just be used to get wool) Upon upgrading the farmlands get bigger.
- Mining Base (miners go to build mine shafts below the surface and deposit their findings in a chest, require pickaxes)
- Fishing Base (Fishers go to work, require fishing pools, must be near a body of water)
- Church/Temple (Where priests go, to hold weddings etc, give a )
- Libraries (Where Librarians work, require paper, books)
- Black Smiths (Crafts armor or tools, smelts materials, requires resources
- Warehouse (Where all things from business are stored, Librarians are upgraded to overseers and work here, Mailmen and Builders Work here. It is also where people pay taxes and receive wages)
- Military Base (For guards, they are trained to be soldiers, archers and Calvary). It would also be were criminals are kept, in dungeons below.
- Bakeries: Bakers craft food items from crops. Recipes from other mods could be given to them.
- School: Run by librarians, peasant children go here to play during the day. (I've noticed several lets plays that make schools)
- Orphanage: for Children whose parents are both dead, run by a priest.
- Funeral Home: Run by a priest, who goes about taking up dead bodies, or receives them and digs their graves and makes their tombstones.
- Mansion: A large home, bigger than the largest normal house. Used only by Nobles.
- Apartments: A house the size of one Mansion that holds several families.
- Palace: Where ever you put down your throne is where the palace goes. It also has a dungeon
Once a villager becomes a peasant, their job can be upgraded by the king player. With these upgrades a peasant can still do the functions of their prior jobs.
- Farmers can be made into Builders, who can build, upgrade and repair buildings,
- Mailmen, who transport items to and from the warehouse. They receive work orders or deliver documents, which have a output input section. The output takes items from one place and deposits them in another. If the input is not the warehouse, then they would deposit whatever is programmed for the specific building. They would go through several documents in order of chronology, skipping what isn't available, and resetting each morning.
- Librarians become Overseers, who basically alter you to any problems in the flow of the economy, give taxes to peasants and maybe even develop deliver documents for mailmen.
- Priests can become Mages, who besides throwing fireballs at mobs, join the military, can also enchant items brought to them (require an enchanting table).
- They could also become doctors and heal infected villagers.
- They can also deal with dead bodies.
- Guards can become Soldiers, who are based at a military base. The difference between guards and soldiers is that the player can order them about in mass with a special item and have them attack mobs, npcs and other players. Soldiers will behave like guards unless ordered about by the command item.
- Archers are a subgroup, who use bows and arrows and are stationed at watchtowers and at mobs and enemy NPCs
- Calvary ride tamed horses and are thus faster, may use bow or arrows, but are designed for warfare
- Praetorian: Special elite guards, they are soldiers assigned to protect the king or one of his relatives and are with them at all times. Can ride horses. They do not have a family.
Based on coins and food. Both of these determine happiness overall for peasants. The happier a population, the less likely they are to rebel. A rebel peasant will not obey the player and will even attack them. For each household, there would be an exchange of coins and food. Both eventually go down and up as money is made, spent, food is purchased and used. If a household's require food level is not met, the family becomes unhappy, if their happiness drops below a certain level, they start to rebel. If enough peasants become unhappy, the player and his family may have to move for their safety. A rebel leader could appear and attempt to take the throne becoming an enemy king.
At the end of each night, when npcs go home, their food levels go down. When they wake up, they go the Warehouse, where the overseer(s) stays and buy food (which raised their food levels back home) pay taxes and receive payment.
The price of items is based on scarcity, beginning with a starting price, how common something determines it extra price. If it is common, like wheat and bread, the extra price goes into the negative. If it is rare like items from the nether, then the extra price increases. Also the value of your coin is determined by how much product is on the market. If you have a low production of items and a large amount of coins, you will have inflation which adds to the cost of items and makes it harder to buy things.
Children do not pay taxes until they become adults nor do Nobles. If a peasant can't pay taxes they may become a criminal. Also, normal villagers do not pay taxes. Priests, mages and Soldiers, etc, also would not pay taxes meaning the player could not just build a massive army without some fore thought.
As the king, you can determine off days, during which non military peasants do not work. This is how many days peasants work before taking a day off.
If a peasant, can't pay taxes, and/or if there is no food to eat, they will may become a criminal. A criminal peasant will attack not just you, but other villagers and peasants to take their belongings and food. They only attack at night, during the day, they behave like proper NPCs. If a guard/soldier sees them at night, they will attack a criminal. If a criminal is unarmed and there is an unused cell in said guard's, they will be sent there. If not, they will be killed on sight. Criminals are just Rebels deeper into the minus.
As part of story mode, other villagers may rise up to become a king, getting their own peasants, their own guards and economy etc. Any relative of a king, living or dead, is a noble with their children becoming princes or princesses. If the npc is female, they become a queen and their spouse is a Prince (that's how it works in real life, I didn't make that rule).
King's maybe hostile or friendly depending on their personality and an arranged marriage between their children and yours is one way to secure an alliance.
Also, as a King, or queen, your children and relatives become nobles.
Nobles don't work but receive taxes and wages, so having a lot of them, may not be a good thing. Also your kids may fight over who becomes the heir and may kill each other (because family drama never gets old), this is especially true if you have a child that doesn't like you. Make one of those kids your heir and you may go to bed one night and be awoken by the kid trying to kill you. If they succeed, a hostile king. A villager on the way to becoming a king or queen would have Mayor in front of their name. One way to become a king is to marry the king's child and after the ruler's...sudden accident, the oldest child become the next monarch, until they come down to your spouse, where you become king or queen. If the king had no children their spouse becomes ruler.
Another way is just the old fashion way, kill the king and all of his relatives and click on the the throne. Just know that if they were well like, the peasants that now become yours are going to like you less. This option also closes the marriage option, if you haven't married one of their heirs already.
When a peasant dies, they leave behind a dead body. Said body is like a chest, with their villager's skin and holding all the items they had at the time of their death. If left alone, a dead body will eventually become a zombie, immediately so if they were infected. The sight of a body would also make any peasant who saw them unhappy and make the household unhappy. Also the death of a member of a household will cause its happiness to drop, unless they are a priest
2Zeklo posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft Mods
Oh boy, now I really want to see my friend get carried away by a dragon, and me being all like "O.o wut."
5Lollermelons posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft Mods
Tired of dialogue options being completely random? Want to have some influence over how likely a villager is to like you?
Then it's time for...
Instead of just clicking "Tell a story" and hearing your friend's reaction whether you like it or not, clicking an option would reveal a slider for that option, and perhaps a checkbox.
For instance, with "Tell a Story", you'd get a slider from tongue-in-cheek to serious, and a checkbox for fictional-ness. The checkbox usually affects something in your success rate, for instance telling a fictional story gives you a flat bonus, but a real one gives you a bonus based on your level. And the slider?
Well, each villager would have a bunch of hidden numbers that represent things like, for instance, whether they like their stories humorous or solemn. Your goal, naturally, is to figure out what they like, based on their reactions--and, because real conversation would be impossible to recreate, there's also a bit of random error thrown in, because let's face it most of us suck at storytelling.
With this mechanic added to this mod, you could take the mod beyond merely a dating sim mechanic and a few villagers that can defend themselves. No, this would bring you into the realm of innovation in game design. It's hilarious how little effort goes into dating sims, after all--nobody ever thinks to do anything but give you a couple dialogue options. Think how easy it would be to add this one little tweak to it. Heck, the hardest part would be creating the GUI!
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