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  • dhi_awesome
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  • Member for 9 years, 8 months, and 1 day
    Last active Tue, Nov, 15 2016 05:35:03
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  • View dhi_awesome's Profile

    1

    May 30, 2016
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from TheJurassicTimelord161»

    Wanted to share my TARDIS design I made with some of the things in U43! Any feedback would be great!


    It looks good. Try posting it on the SWD Team Forums, in the "Creations" section. You might get a bit more feedback there.
    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Sep 13, 2015
    dhi_awesome posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]
    Quote from TempusVulpi»

    What exactly is a "TARDIS Recaller" block and how do i use it, i noticed you can level up TARDIS shields, but what are the shields for


    Right-clicking a recaller block will summon your TARDIS if you die.
    Shields are WIP. Will have stuff to do with the explosions in flight
    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Jun 25, 2015
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from Deadllama1»

    I'm guessing regeneration, Why hasn't anyone guessed that? Hence the number 13.


    I have one thing to say to that... Brilliant! Two hearts, not one! It makes so much sense if it is regeneration!

    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    May 24, 2015
    dhi_awesome posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]

    Quick tip: do not use numbers in the name

    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Mar 24, 2015
    dhi_awesome posted a message on [WIP - Alpha] Armourer's Workshop - (Weapon & armour skins)
    Quote from dhi_awesome»

    Some ideas for this mod:

    1) [Status:Extremely wanted] could you make it so if you have invis the armour still renders? Because it would be nice

    2) [Status: wanted, but not really badly] can you make it so that you can choose to have the normal armour not render/add in compatibility with pixelmon running shoes?

    3) [Status: if you think it is good] can you add in some sort of quick placer that places blocks in the 3x3 like the roller brush?

    4) [Status: very slightly wanted] after you figure out the bow, can you add in tools with the hand-held items (picks, axes, shovels, hoes, f&s, shears, fishfishfishing rod, etc)

    thanks for considering


    Hello?

    Quote from tete3000»

    Awesome mod ! :3


    I was thinking, would it not be better to put skins directly on the tools/weapons/armour than on the player ?

    For example I want to have two sword in my hotbar with two different skin, but I can't because all my sword will have the same skin, but with a per item system, I could switch from one sword to the other one and their skin will be different.


    I hope it was understandable, english isn't my native language :s


    I agree. Did not think of this before! This would be good. Maybe you canhae both. The item overwrites the inventory one, but will disappear when the item breaks

    Posted in: WIP Mods
  • View dhi_awesome's Profile

    1

    Jan 14, 2015
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Will custom interior/exterior making ever be a thing? Is it planned for the year of flying cars alongside timetravelling cars (stuff i know before i watch the movie)
    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Jan 6, 2015
    dhi_awesome posted a message on Don't you hate the new minecraft community's maturity.
    Quote from DragonAce4314»

    Wow... All300-and-something tardis builds quake at that amazing build
    ontopic: the only issue i have with younge playes is that they do alot more swearing on servers then i can handle. Besides that, if they dont annoy me i dont annoy them
    Posted in: Discussion
  • View dhi_awesome's Profile

    1

    Nov 4, 2014
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Put your spoiler here.

    Quote from OmegaDinosaur»


    WARNING DO NOT OPEN SPOILER IF YOU HAVE NOT SEEN DARK WATER YET

    Who else nearly **** there pants (Metaphorically of course) when they found out Missy was the Master?

    i just stood up and said "WHAT! What! What?", like david tennent when the titanic crashed into the TARDIS...
    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Sep 12, 2014
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from tardis010302»
    1WTC I have a couple of suggestions for the mod 1. the 7th doctor's umbrella 2. wooden doors for the inside of the classic tardises but with the classic roundel texture they lead to other rooms and 3. with the classic tardises the interior doors instead of being the police box door could be the rotating panel door like this

    To add to that: roundels that if they would glow, glow! Or glass variations...
    Posted in: Minecraft Mods
  • View dhi_awesome's Profile

    1

    Sep 11, 2014
    dhi_awesome posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Quote from asomguy126»
    Today, on September 11th, 13 years ago... 3 great structures were lost. 1 was rebuilt, but the other 2 could not be the same.


    Im australian. Is it OK if i forgot as it is not my country or date system? And also, update 35 seems to be a big update in code...
    Posted in: Minecraft Mods
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  • View Hwd45's Profile

    233

    Aug 11, 2011
    Hwd45 posted a message on [Adv/Creation][Includes Resource Pack] SonicCraft- Celebrating 20+ years of Sonic (175,000 downloads, new update soon?)

    SonicCraft
    Celebrating over 20 years of Sonic
    Created by Hwd45
    (Post last updated: 2020-12-24)



    Download SonicCraft Beta 1.4.1: Warning: Designed for use with Minecraft 1.7-1.7.10. Various features of the map do not function in Minecraft 1.8 onwards, so it's recommended that you downgrade your Minecraft version before playing. The texture packs come with the download, please read the included README file.


    Adfly
    Direct
    Alternate

    Please report any bugs you find in the map.


    Changelog:


    Beta 1.4.1:
    -Changed a few blocks from Sugar Cane to other blocks to compensate for a change made in the 1.7 update
    -Reorganised resource packs to compensate for the changes made in the 1.7 update

    Beta 1.4:
    -6 new zones
    -Huge improvements to all older zones
    -Power-up system has been overhauled once again
    -New combat system and badniks
    -Lots of new items and loot to immerse the player
    -Huge texture pack improvements
    -Sonic sound effects and music

    Installation instructions:


    To install, place the map folder into your [username]/appdata/roaming/.minecraft/saves folder.
    Place the three resource pack .zips into the [username]/appdata/roaming/.minecraft/resourcepacks folder.
    Go into the game, go to the options menu and choose 'Resource Packs'. Switch to the SonicCraftV6.2S1.zip resource pack (the one that says 'S1' in the icon).
    Go into Single player and choose 'SonicCraft Beta 1.4'. You are now ready to play the game.

    Older versions (outdated):


    If you're playing on Minecraft 1.5, download the map here:
    DOWNLOAD BETA 1.3.2: WARNING: Only compatible with Minecraft 1.5
    Direct

    If you're playing on Minecraft 1.6, download the map here:
    DOWNLOAD BETA 1.4: WARNING: Only compatible with Minecraft 1.6
    Direct
    Adfly

    SonicCraft is an adventure map which comes with 3 resource packs to be used with the map. The map and textures are based around the first four Sonic games for the Sega Mega Drive/ Sega Genesis (Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, Sonic and Knuckles). The map and resource pack have been in production since July 2011, and have since received over 175,000 downloads, and a huge amount of support (you're all great!). The general theme of the map is an adventure-style map with plenty of puzzles and parkour thrown in, as well as many unique items from the Sonic universe.

    SonicCraft is currently not heavily under construction, but some new updates rebuilding the map from scratch, introducing new features and perhaps fixing compatibility issues in the older versions is set to release some time in the future, hopefully 2021.


    Remember to read the README file for installation instructions. SonicCraft consists of a map and three resource packs, it's not just a map and it's not just a set of resource packs. You may use the resource packs whenever you want, but if you make your own Sonic map I'd prefer if you made your own resource pack - these packs are designed for SonicCraft and I'm not a huge fan of people using my work without recognition (though obviously a lot of credit has to go to those that worked hard on the original games).

    I would greatly appreciate it if reported any bugs that you find in the map.

    Videos:



    Preview images: (Beta 1.4)









    Upcoming features: (SonicCraft 0.0.1)






    Banners:
    Copy the code into your signature if you want the banner to appear under your posts.



    [url=http://www.minecraftforum.net/forums/mapping-and-modding/maps/1470278][img]https://farm6.staticflickr.com/5702/22330487573_33f530f7c9_o.png[/img][/url]
    Posted in: Maps
  • View ThesaurusRex84's Profile

    795

    Oct 9, 2011
    ThesaurusRex84 posted a message on Boats Evolved; bigger, modular boats

    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. :P
    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.


    Any questions?

    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:

    http://www.reddit.co..._modular_boats/ (Archived)


    *EDIT*

    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: ---

    Mythological Sea Creatures, Boats and Other Stuff
    by JasonG5!
    [represent]
    Posted in: Suggestions
  • View GerbilCrab475's Profile

    341

    Nov 25, 2012
    GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!

    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.

    <a href="http://www.minecraftforum.net/topic/1578258-adding-the-missing-potions/"><img src="http://i.imgur.com/T4uTnjE.png" alt=""></a>
    Posted in: Suggestions
  • View Khotarri's Profile

    2

    Mar 26, 2014
    Khotarri posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    .

    Posted in: Minecraft Mods
  • View EnderDude124's Profile

    1

    Feb 26, 2016
    EnderDude124 posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    HYPE FOR UPDATE 43! WOO! [email protected]!


    I honestly love what the team is doing. Some things are great, somethings need work, and somethings are just "meh".


    Keep on going SWD team! Can't wait! :D

    Posted in: Minecraft Mods
  • View 1WTC's Profile

    1

    Mar 11, 2016
    1WTC posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Try following this video on our YouTube channel.

    You will need to use the 1.8 Forge and the 1.8 Dalek Mod and they should work just fine together:

    Posted in: Minecraft Mods
  • View Pengu61151's Profile

    1

    Feb 25, 2016
    Pengu61151 posted a message on (Gravity Falls Minecraft Mod) Pines Mod - Update 2 | The Journals, Mystery Cart, Shmebulock, and more!

    Add bill cipher as a boss and make nightmare realm dimension! But that will need a mindscape thing... A mindescape rune, when right clicked teleports you to the nightmare dimension!

    Posted in: Minecraft Mods
  • View halokid687's Profile

    2

    Dec 19, 2015
    halokid687 posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!

    Ever feel like there was a third presence in The TARDIS?

    Posted in: Minecraft Mods
  • View AlienXtream's Profile

    1

    Oct 5, 2015
    AlienXtream posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]

    a lot harder than it sounds to implement AND would be a major FPS hit on weaker machines

    Posted in: Minecraft Mods
  • View Piedro0's Profile

    186

    Jan 11, 2014
    Piedro0 posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]

    The Idea:
    I thought how to make in-game ores better, we could add Ore metadata on an actual block. This would work as followed: Block; as smooth stone spawns and it's given a metadata of an ore block that would normally spawn at it's place. Imagine a cluster of andesite and the world generation would cause a single diamond ore to spawn at the surface. instead of replacing the block with an ore block, the andesite block would spawn with diamond ore metadata.

    Examples:
    Textures:

    (image example- used iron)

    In game:
    Change applied:


    Current ores:


    Just to clarify:
    "Ores in every block" isn't literal. The point is to change the mechanics of how ores work so that they don't need a new kind of block for every ore type. Instead the ore is stored as metadata for the block. A possible extension of this is the ability to put ore in ANY block, however chances are ores would still be restricted to stone blocks like stone, granite, diorite, and andesite, instead of just in stone only.

    One could do an entire creative page just for ores (or rather just for ores in stone, granite, diorite, and andesite)... or they could add a shift right click function to the pickaxe in creative mode that allows the player to cycle through different ore values (or other metadata for other kinds of blocks), or leave the creative inventory menu as is and just modify the appropriate console commands to account for ore in blocks other than bland grey stone.
    (thanks Unclevertitle for this clarification)

    How ores will be handled for mining:
    Regarding mining these modified blocks the stuff is very simple:
    Mining speed: Block.
    Drop and tool tier requirements: Ore.
    Iron, gold ores will be dropped as raw non-block items.


    Example:

    Dirt with coal metadata

    - Coal ore can be mined with a wooden pickaxe upwards.

    - Preferred tool for the dirt block is a shovel.

    Result

    When you use a Wooden shovel (or better), the block will break at a normal speed and it would yield only the coal chunk.

    Otherwise it would break and nothing would drop.


    Obsidian with Iron ore metadata (note that obsidian is generated after the world so, no obsidian-infused ore would exist naturally).

    - Iron ore can be mined with a Stone pickaxe upwards.

    - Preferred tool for the obsidian block is a diamond pickaxe.

    When you use a Stone pickaxe (or better), the block will break at a normal speed and it would yield only the raw iron chunk.

    Otherwise it would break and nothing would drop. (note: when you use a stone pick, the mining speed would be equal to that of a normal obsidian block)


    Show support with the banner:
    Due to MinecraftForum's messed up BBCode i cannot post the correct code in the main post, so for the banner code go here:

    http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/88724-hot-ores-in-every-kind-of-block-ores-as-metadata?comment=353


    Reddit thread link:

    https://www.reddit.com/r/minecraftsuggestions/comments/3bz19p/ores_as_metadatanbt_tags_ores_in_every_kid_of/?ref=share&ref_source=link

    Posted in: Suggestions
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