Quote from chidoriss
I said it before, I'll say it again: YOU CAN NOT COPYRIGHT A WORD. You now what? If Bethesda can do that, I'm going to copyright the word "The".. GIVE ME 400 DOLLARS BETHESDA! "The" Elder Scrolls! HA! EAT IT!
No I'm more awesome. I copyright " ".
Yeah I can make a patent for the space symbol...
NOW EVER 2+ worded game names BELONGS TO MEEEEE!
Also note: $200 per space plz, so I can rack up munny from games like these.
Disney's American Dragon: Jake Long, Attack of the Dark Dragon
$1800 fine right there!
The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe
$1600!
Sam & Max -- Season 1 Episode #3: The Mole, the Mob and the Meatball
$2800!
Well you get the picture...
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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.
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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.
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.
= redstone
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Same with me. But i looked into the log files and i see activities.
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The mid animation of the piston makes it noclip.
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They gain exp by doing damage, so the best bet is giving them diamond armor, but they still are VERY weak.
Try easy mode?
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Instead of Millénaire, the folder was named "MilleÌnaire 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.
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Gonna find another mod to replace it that's more balanced to my favor.
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When i try to add a ":100" instead of doing a rarity modifier, it removes it.
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You'd have to color the iron so they are darker, but not too dark.
= Iron color
= Current iron color will be silver.
Might confuse people on the switch for a while though.
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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.
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Add mimigas into the game, but they live underground.
Yellow flowers heals them. Red flowers turns them into giant berserked mimigas.
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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.
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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.