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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    i love both ideas! it would be awesome .

    Posted in: Minecraft Mods
  • 1

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from AllenWL

    A glowing stone that came from hell, and a dust that generates power and ignites explosives.
    Are you sure they don't emit heat? Not even the tiniest bit?

    energy in most cases emits heat. even when we cant detect it as it does not trespass our sensibility threshold. anyway the mod could get the current light level that the source is emitting and based on that apply the heat level. you could also add a multiplier so that items/blocks that do not emit that much light but are hot as hell (like lava) are able to affect the players correctly. for instance lava would have a x 5 multiplier on this calculations, this multiplier could be also set manually on the config for modded items.

    is just an idea :P
    Posted in: Minecraft Mods
  • 1

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    I made a banner for the mod, i know is not the best but they may like it:

    you can always use it as an optional banner
    Posted in: Minecraft Mods
  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    HEY BAMA i came up with an awesome idea: villager personality and moods!

    its simple, personality sets the maximum (positive and negative) number of hearts gained or lost for each action(you could add at least 2 more actions besides joking and chatting to give it more dynamism)and mood give us the chance to succeed for each action!...

    now we need to define success and fail!

    fail: getting below the value needed to success
    success: getting the value needed to success (or more)

    so if we do succeed with z action we apply a random value from 0 to x... being x the max value given by the personality(see below the personality example)

    but if we fail with that z action we have to apply a random negative value of hearts from 0 to y... being y the max negative value



    lets say Joe is a happy kind of person, then he will have this max values(note:is an example you can adjust the values and the actions):

    chat : max positive value : 6
    max negative value: 8

    joke: max positive value :15
    max negative value: -3

    compliment: max positive value : 4
    max negative value:-7

    tickles: max positive value:5
    max negative value: -1


    now Joe´s current mood will affect the chance of succeed for each action like in this example :

    sad:
    • chat 50%
    • joke 20%
    • compliment 10%
    • tickles 55%
    same goes with the happy mood

    happy:
    • chat 20%
    • joke 40%
    • compliment 40%
    • tickles 30%
    other important mechanics:
    1. if you repeat the same action many times in a row it will lower your chances to succeed slowly, decreasing a little more every time you repeat the action
    2. actions from the player can interfere with the villager actual mood, like hitting a villager(angry) chatting and joking(cheering up) etc.. (this syncs with the staring at tombstones suggestion for the sad mood ) .
    3. villagers will change their mood randomly every x time (can vary a lot)
    4. the villager personalities feature , to make it easier to implement will act as a prefab characteristic , this characteristic will be randomly chosen from a class containing all the personalities types , much like profession.. example: billy the guard, skin 3 ,(cheerful guy)
    5. the villager current mood will can be displayed in two ways :
    6. first one : using the villager interaction GUI
      second one: inferring it from the greeting message


      this will allow more control for the player and thus a more satisfactory system
    thanks for reading, i love your mod , it rocks!! sorry for the bad English Im from Spain :P
    Posted in: Minecraft Mods
  • 2

    posted a message on LegendGear - Items and more, drawing inspiration from Zelda
    the phoenix feather should be EXTRA RARE chicken drop :P
    Posted in: Minecraft Mods
  • 1

    posted a message on Chocolate quest. Mods for the adventurers
    add a news section :P
    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving
    does it work with 1.5.1?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5.2,1.4.4-1.4.5] New Dungeons[V1.8.5][SSP][SMP][Forge]
    im NOT asking for n update but do you know when is probable or more suitable for you to update , is it gonna be soon?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] GravityCraft + MineUp 1.1 || Higher Worlds - Planets - Rotated Gravity - More World Generation
    Quote from FireFir

    Aren't you a bit young to be playing around with gravity?
    LMAO
    Posted in: Minecraft Mods
  • 1

    posted a message on MineFantasy Request page: Works on CurseForge now
    add craft able hound food (the best way to keep your hound fed at long term)
    ps: what do u have in mind for the next update?
    Posted in: Requests / Ideas For Mods
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