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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from CptNazakuu

    I need help with smart straw+wood golem run wheat farms. Since wheat drops between 0-3 seeds when broken the straw golems will rarely be left without seeds to replant the wheat. Over time this will "decay" the farms untill they're nothing but empty farmland
    ..snip..

    Or, Can the golems be made to always replant the harvested crop regardless of whether or not they receive a seed?
    Or, is there a way to automatically replant empty farmland?
    Or, anything else that would work?

    How about a tier-2 straw golem that will take seeds from a chest and plant them in empty farmland? A bit limited since you would have to only have 1 crop type in the reach of the golem, but it would help the wheat problem. That or give them a little reserve of seeds they hold and use to plant when they get 0 seeds from wheat :)

    If you like either idea Azinor, feel free to use them, I make no claim. If you are ahead of me an already added a solution, then my bad for not being on the newest version, but our FTB server has not updated.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Playing around with Magical World and Mindcrack mod packs for FTB launcher. Had what I thought was a great idea that I wanted to openly suggest: Tie-in with Mystcraft so that if the latter is present and the world is unstable, some of the nodes could starting changing to chaos/evil as well as increasing flux as part of the instability and so there would be magical chaos as well as the other instability effects. I think that would be a great added flavor.

    If you like the suggestion, feel free to run with it, I stake no claim even if I was lucky enough to suggest it first :)

    Edit: Completely forgot to thank you for all the hard work. This mod is great!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Well, I for one am just happy that RP2 is released.

    Thank you very much, Eloraam! Now my plans for world domination can proceed :)

    You have earned some slack. Please enjoy the solstice and the end of the world ;)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from HvorErMitPas

    Respect for Eloraam when she takes a break from work to finish the mod. ... Especial considering how the community have behaved the last few days.

    You got that right!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Wow.

    If you release early with bugs, people rage at your for releasing "buggy crap".
    If you hold on the release to fix the bugs, people rage at you for for "holding out" or call your work "vaporware" or worse.
    Nice.

    Would it be nice if RP world were released early so I could gen our new servers with RP stuff included? Yep. Then I could wait for the rest of the mod to be completed, but I certainly don't know exactly how difficult that is and since I am not willing to do the work to built it myself I will continue to wait patiently until RP is released.

    I don't know where other folks get this idea that they are entitled to someone else's hard work... given freely for us to use. But I don't share it. It will be ready when Eloraam is willing to release it.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Watched Ep. 11 of Direwolf20's Season 3 server LP where you two were discussing the ways to work with corn.

    Wouldn't it make more sense to craft corn into seeds (since the kernels are the seeds) and then smelting corn in the furnace gets you cooked corn, and cooking the seeds gets you popcorn? Of course, you could cook the corn in a cauldron to get cooked corn (right click on a cauldron with a corn ear?), then you could use the furnace to get popcorn.

    And just so you don't think I am only here to pick nits, I do want to say that I really like where you are going with Xycraft, looks excellent so far.
    Posted in: WIP Mods
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    posted a message on Minecraft backstory getting more and more muddy
    Ok... so originally Steve spawned on a beach in tattered rags, apparently the victim of some sort of accident (ala Lost) and forced to survive. There are zombies that spawn. They look like Steve but "zombified". Perhaps they were other victims who did not survive? There are Pigman zombies in the Nether, but they are not hostile unless attacked first, so are neutral.

    Then came villages full of strange, alien creatures who do not look like Steve. We also find evidence at that point of previous civilizations in the form of abandoned mine shafts and strongholds.

    Strongholds are linked to Endermen, since you need Eyes of Ender to open the portal to the End. Strange alien stuff there. The Endermen do seem to have a need to build, although they appear to lack direction. They ignore villagers, but will turn on Steve if he dares look at them. Some sort of ancient animosity there it would seem. Perhaps a long simmering resentment?

    But who built the mine shafts? Architecture is simple and gives no clues.

    There are ruins in the Nether as well. These perhaps point to an ancient Pigman civilization of some kind. There is nothing left but zombie pigmen now, but their gold weapons and armor hint at grave-goods and other such buried with the dead.

    Then we see ruins in the deserts and the jungles. Some sort of previous civilization but no evidence of whom. They do use materials and techniques the villagers do not seem to use normally. Perhaps they are linked to the Pigmen, but they bear no similarity to the architecture found in the Nether ruins. They seem to be more sophisticated than the crude villages but that might just be the difference between a long-settled area versus a frontier.

    That all changed with snapshot 12w32a. Now we see that the Steve-based zombies can "infect" the villagers, but they turn into villager zombies. So that means all the base zombies were the same species as Steve, let's call them "Stevenian". The new villagers are not the same species!

    So what happened? Are the mine shafts and ruins evidence of a previous Stevenian civilization wiped out by the aliens? Is that why there are so many dead Stevenians rising as zombies in the night?

    Perhaps the Stevenians were they wiped out by a Zombie plague? Possible, but why is the area now being settled by small groups of the Squidward-like alien villagers? Perhaps they are just opportunists -- hard to say for sure without a relative timeline on the age of the ruins.

    Is Steve simply the last survivor of his species? Are the Villagers willing to trade with him now that he is not much of a threat while they wait for his eventual death so they will have complete dominion over all the world?

    If it were a zombie plague that wiped out the Stevenians, you would think that the villagers would be terrified of Steve expecting him to turn into their hated foe any minute. I suspect they were the aggressors and now that they have control they are just waiting for the last survivor to fade away.
    Posted in: Discussion
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    posted a message on Need Ore Generation Code Help!
    Quote from Harvey_Stacker

    MatthewH1998, I tried testing your code and there's an error with [spawn number]. "spawn number" is underlined and it says Expression Expected. If you can tell me how to fix this I'll give it another shot.

    That would be because [spawn number] was supposed to be replaced with the spawn value (for instance, it was suggested that coal has a "spawn number" of 20).

    Hope that helps.
    Posted in: Mods Discussion
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    posted a message on Farmable Everything
    Drop chainmail and leather -- the worse the armor the more chance some poor soul is in a position to become a zombie in the first place :smile.gif: Make the armor damaged -- they are dead after all.
    Posted in: 1.1 Update Discussion
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    posted a message on MCDungeon v0.18.0
    Quote from Eggplant!

    Yeah, sort of. You still have random mobs to contend with.

    True... but you could light up a trap area with torches and then use the dispensers. Of course, it is then pretty obvious that you HAVE such a trap area, but it gives you options. Heck, light the whole dungeon and just use dispensers instead of generators and you are set -- although you cannot repeat the dungeon without a reload once the eggs run out, so not a perfect solution.

    But you could light random areas, some of which have traps and reduce the chance of random monsters setting off the big surprise. Put some doors at the ways into the room and some torches inside and you are set. :wink.gif:
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Quote from Eggplant!

    Hey, so Jeb posted that soon mob eggs will spawn monsters when used in dispensers. That could result in some cool traps.

    You beat me to it :smile.gif:

    Could make things very interesting -- and it solves the problem with monsters wandering around setting off traps before the players get there :smile.gif:
    Posted in: Minecraft Tools
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    posted a message on [32x,16x][1.3.1] Mixcraft - SemiRealistic (v47) Emeralds and Trip Wires!
    Quote from Koolwitak

    To anyone who uses my texture pack, I appologize for being gone for such a long time. I was very busy over the past two months and had to take a break from minecraft for a while. I should be able to continue updating from now on. Thank you all for your patience.

    Glad to know you are alright and were just busy! Thanks for all the hard work on this texture pack.

    If this is a holiday season for you, then I wish you a happy one, and all good things in the new year.
    Posted in: Resource Packs
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    posted a message on MCDungeon v0.18.0
    Quote from Eggplant!

    New treasure room:

    Nice! I love the design. I am stealing that light design, just letting you know :wink.gif:

    I have really likes all the treasure room designs -- great work!
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Quote from Eggplant!

    I'm pondering how to handle enchantments in loot tables. Everything I come up with gets complex fast. Here's my current idea:

    Looks good. A bit of extra typing for items that do not (currently) allow enchanting, but overall it covers the bases. The random enchantment is very much in keeping with the random dungeon feel, and with MC itself for that matter!

    Might be nice if you could specify a particular enchantment on a particular item for the very bottom of a dungeon, so you can do a "Quest for the XXX" themed dungeon crawl, but not critical.
    Posted in: Minecraft Tools
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    posted a message on MCDungeon v0.18.0
    Etho had a great idea of a Monster Spawner that you can hide in a lake, making it very difficult to shut down. :SSSS:



    He says you can feel free to use it for adventure maps, and the mechanism is very slick, even if you only used one of the 4 "chambers". Better yet, you could use a piston to cover the exit until such time as the players have entered an area to keep the monsters from triggering other traps until you are ready to have them descend on the explorers.

    If you buried the spawner inside a bedrock box, there would be no way to stop it, unless you added a switch somewhere to trigger the tnt like he did in the video :smile.gif:
    Posted in: Minecraft Tools
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