• 0

    posted a message on [IDEA]Solar Gun + Vampires
    Well we got guns, portal guns, machine guns, sniper rifles, and guns of other sorts, that has its simple use to kill.
    Overpowered though.

    But what about the Solar Gun from Lunar Knights? Designed for slaying undead, not for obliterating things in one shot.

    The idea is that its very very effective on undead, while not being so effective but able to do damage on non-undead mobs.

    The item itself would be unique, and doesn't use the damage system, but uses damage as a way to measure "energy".

    EDIT: I noticed that industrial craft was able to implement mining drills that doesn't disappear, and also operate on a energy...

    This means it won't disappear once the energy hits 0.

    The solar gun itself has various abilities, and including a vampire mod would make it more interesting.

    Firstly, it operates on solar power so it stores it in a battery. We could borrow elements from industry craft for components to build a solar gun maybe...

    Components to build a solar gun:
    Trigger
    Lens
    Battery
    Metal

    Secondly, it has a mild firing range based on the attack type and charge level.
    Changing the lenses to different types will modify how the gun will attack.

    For instance, if you got a convex lens made of glass, the solar gun will fire balls of light, which can harm undead monsters, but deal little to no damage to others. Charging this attack will enable it to full damage to all types, and bonus damage and sunlight burn effect on undeads, along with a stun effect on the target for 3 seconds.


    If you used a concave lens, it'll will spread out the light, enabling you to use the solar gun as a flash light, but also doubling as a damage source for undeads only. This attack type only works with rapid fire. It's damage is minimal but has a bonus against undead, and it will do constant damage over time like sunlight burn, but much greater in damage than the default burn themselves. The lens enables you to shoot at a wider range, able to hit more targets at once. It doubles as a flash light.


    The main idea is that you can customize your solar gun to do different effects, much like bows and elemental arrows.


    Metal Gear Solid 4 already uses the gun as a easter egg...

    Oh yes, Hideo Kojima didn't just made the Metal Gear series, he made the boktai series too.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [IDEA]Anti-mob spawner & Sanctuary Block
    Simple enough in some cases, the block basically goes further than torches and makes all animals and monsters whatsoever unable to spawn on the radius that this block is covering. It prevents animals from spawning because at times, you do get annoyed by the fact that a horde of pigs, chickens, cows, and sheeps are overwhelming your room in your base.

    Anti-Spawn Block

    A radius of 16x16x16 would do. It would leave a faint blue light in that radius, which is like normal lighting on that block, except that block becomes blue (lets not use the renderer to make entities blue, to avoid lags and bugs) as a sign of it's radius.

    For balance purposes, maybe the creation of a Anti-Spawn requires decent materials to make.

    :Glass: :Glass: :Glass:
    :Glass: :Diamond: :Glass:
    :Glass: :--+: :Glass:

    Breaking it would give you the block back, even though it seems like a glass block.
    It works through walls too, unlike torches, since this block is designed for that purpose.

    I got really really annoyed when I used the Milleniare mod and end up having hordes of monsters spawning in town at night, easily having 4~6 creepers at once and putting the town at risk of being covered in holes. Worse is that the ai don't fight them and the monsters don't target them.

    And once many torches goes up, animals spawns like a breeding ground, and almost always causes a mess.

    Sanctuary Block
    Small in radius than the anti-spawn block, a 8x8x8, the unique ability is that when it is powered by redstone, it wards off certain monsters by making them run away from it once they step into the radius, and can burn undead monsters within it, with the same effect as sunlight. Does nothing to animals.

    That doesn't mean skeletons can't shoot at you outside the radius though.

    :RedShroom: = redstone

    :GoldBar: :GoldBar: :GoldBar:
    :Glass: :RedShroom: :Glass:
    :Glass: :--+: :Glass:
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Pickled_Prawn »
    This mod doesn't want to work for me :sad.gif:

    I added the files into the minecraft .jar and what not and I don't get the message when I create a new world :sad.gif:


    Same with me. But i looked into the log files and i see activities.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.1] Piston patch - updated for 1.1
    Quote from H0L0DREAM »
    don't know if this has been pointed out yet and i don't feel like reading 45+ pages to see if it has but mine carts go through extended pistons, also probably the best mod i've downloaded for minecraft, can't wait for it to be added :iapprove:

    The mid animation of the piston makes it noclip.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Quote from Eltanan »
    I love this mod, though I usually turn several creatures off... still, fantastic.

    But I haz a question!

    How do you level up a G.pig past level 1? they're so weak! even with armor! They won't attack passive mobs, so there's nothing EASY to kill.. And with the monsters in this mod (mummies, black souls, etc), they tend to crowd out the 'regular' spawns... zombies and creepers and skellies have become rare, while I see 2-3 thieves a day. And a thief, I have discovered -repeatedly-, is more than a match for a lvl 1 pig.

    So what do I do? I can't find anything easy enough to kill that my pet pig will actually fight! Can you maybe make them attack peaceful mobs too? Even if it's at reduced experience... I won't mind killing 12 cows to get to level 2. I'm just really frustrated right now.

    They might be utter badasses at higher levels, but level 1 pigs are PATHETICALLY weak. Please fix this?

    They gain exp by doing damage, so the best bet is giving them diamond armor, but they still are VERY weak.
    Try easy mode?
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    installed the mod but i got no message, and I noticed something odd.

    Instead of Millénaire, the folder was named "Millénaire 0.2.2" or "MilleÌnaire" since i copied the folder name into another word document to see the hidden stuff that messed it up... Then copy and pasted it here so it doesn't screw up.

    Frig. DON'T USE ACCENTS! It confuses the hell out of java and especially more so with files and folders, since they have to be specific.

    Now i'm guessing the mod is looking for a folder named "Millénaire" but thinks its not there...

    EDIT: Nvm, i cant believe i mistook the "main folder" for the mod folder.
    Posted in: Minecraft Mods
  • 0

    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    I guess the next step after planes, is helicopters?
    Posted in: Minecraft Mods
  • 0

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    I'm thinking of adding this to the list of mods to use, since Human+ became chaotic and they murdered my pet guinea pig!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    I'm gonna remove human+ mod... The damn assassin (who is good faction) killed my tamed guinea pig!

    Gonna find another mod to replace it that's more balanced to my favor.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Can the maker alter the properties file so we can attach values to the rarity of each mob type?

    When i try to add a ":100" instead of doing a rarity modifier, it removes it.
    Posted in: Minecraft Mods
  • 0

    posted a message on New Idea: Silver
    Silver would look white, over iron which is grey to some aspect.

    You'd have to color the iron so they are darker, but not too dark.

    :Grey: = Iron color
    :Iron: = Current iron color will be silver.

    Might confuse people on the switch for a while though.
    Posted in: Suggestions
  • 0

    posted a message on Cave Story - Mimigas!
    The idea is simple.

    Add a Mimiga mod into the game, and have them spawn in groups underground who live and can fight mobs.

    Also, make yellow and red flowers able to spawn underground near Mimiga villages (if villages can be possible).

    Yellow heals them. You already know what red ones do.

    Heck, I think minecraft is a perfect basis for a Cave Story mod too.

    A alternative idea is that instead of a typical mimiga spawn in caves...

    Have a giant island appear above the land and put cave story related stuff on it!

    The problem is that the map generation has most of the land being 60% on top of the land... So you'll have to do something about the maps taking up too much space.

    The creeps and weirdos mod added rayguns, and guns is possible in the game, so heck, have your character be able to use them would be funny.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP] CaveCraft: Cave Life + Plants Mod - A Fix For Boring Caves ♥
    I know the perfect idea:
    Add mimigas into the game, but they live underground.

    Yellow flowers heals them. Red flowers turns them into giant berserked mimigas.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Quote from Mattman02 »
    Quote from Crazy minecraft »
    Quote from Flubbermac »
    hmm I kinda got a problem with 1.93, I installed the mod using TFC's modmanager in this order:
    Modloader
    audiomod
    more creeps and weridos
    Too many items ( I like this mod when I don't have XIE's farming mod for apples etc. :tongue.gif: )

    after I've installed and try to play it gives me a black screen upon loading, this is on 1.4_1 and it does work WITHOUT mods but doing this causes it to crash, am I doing something wrong e.g. modmanager will do this, you have do it manually. At the mo I'm staying on 1.4 to keep it working etc.

    BTW>>>>>>>>>>>>>>>>>> GREAT MOD! :biggrin.gif:


    If you did delete the meta inf file and it isnt working then I suggest installing it manually on 1.4_0.1 not 1.4. It works perfectly with me and I didnt use mod manager o_O.


    I installed mine manualy but have the same prob



    Its the zip method. The way you drag and drop folders into the archive seems to ruin it. so drag and drop folders that don't exist, and take files from folders that do exist into the minecraft.jar proper folders.

    Audiomod does it really. There's a good chance that putting modloader, and any mods will work. It's the audiomod that seems to break it. Maybe audiomod replaces a folder's attribute so it ruined it (read only?)?

    EDIT: YUUUUUUUUUUUUP

    I found the REAL solution.
    When making a mod, DO NOT USE READ ONLY ATTRIBUTE. SERIOUSLY!

    EDIT2: Wait nvm, when i unzip from my jzip its all in read only attribute so that might not be it, but it could be somewhere along that line.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Yea dragging and dropping the files, not folders, for the audiomod fixes the problem for win7/vista os.
    If you drag and drop everything including folders it causes something to break.

    Also, I try to install the other mods first, test the game by loading it, then back up and install audiomod last. That always works.

    Installed Modloader.
    Installed Creeps and weirdos.
    Installed Humans+.
    Installed Piston.

    Finally backed up this point, and installed audiomod.
    It worked.
    Posted in: Minecraft Mods
  • To post a comment, please .