Nice to see this mod is still being worked on. Makes me happy.
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Oct 18, 2016mariosuperstar384 posted a message on Spider Queen v1.1.0 - Spider queen is back, the way she should have been!Posted in: Minecraft Mods
Jul 8, 2015mariosuperstar384 posted a message on Spider Queen v1.1.0 - Spider queen is back, the way she should have been!Posted in: Minecraft Mods
Currently there is no enderman rep system. I believe the rep system only occurs with Zombies, Creepers, Ants, Humans, Bees, and Skeletons.
Nov 25, 2014mariosuperstar384 posted a message on Tamed Mobs Mod [1.2] - UPDATED!! Added level system, GUIs and a method to tame mobs!This is a great mod! I've been looking for something like this for quite a while, and I'm glad someone has finally made something like it and has plans to update it. I also have a few suggestions for your consideration:Posted in: Minecraft Mods
-Rideable spiders would be an interesting ability for this mod. I suppose they would work like pigs, but wasd control, along with being slower and being able to climb walls. Might be a cool idea to let your pet zombies/skeletons ride them around as well.
-Zombies might need to be slowed, as of right now, he moves relatively fast, even faster than the spiders. If you have ideas on a leveling system, I suggest they might start off at regular undead speed.
-Creepers are majorly OP. Perhaps increase the time they have between prime tnt spawns? They can kill a diamond armor target with relative ease, especially in mass.
-If you intend to make more hostiles tamable (which, by the sounds of it, you do, and that excites me honestly) perhaps trading the spider's poison ability off to it's smaller counterpart, the Cave Spider. Though, I like that he spawns in webs, he holds mobs in place while zombies can melee and creepers can spawn tnt on them.
-Healing items for the mobs.
-Though this is a small thing, the future ability that baby and villager zombies are tamable. If you have a zombie horde, it would be a nice variety.
-Less health to the spider. Seeing you added 10 health to the others, and spider have 4/5 health of regular hostiles, than maybe their health could have a max of 24?
Anyways, this is just a list of things that maybe could be added, a lot of it is just little detail, but just a few suggestions to make the mod better. And good luck with the mod.
Sep 23, 2014mariosuperstar384 posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!Love the new update, few things I would like to suggest.Posted in: WIP Mods
- Perhaps those skulls could have another use..... Maybe placing 1 and some bones in a crafting could allow you to make a loyal Skeleton Warrior? I'd imagine they would after be more useful than the golems. In terms of how they could work, you have have it follow you, or set a post for it to stay at, and it will attack all hostiles mobs within range.
- Allow Support Creepers to slow down hostiles. I notice the support creepers have a thing with dying rather easily, perhaps adding this perk wild ones use against you will help out.
- The ability to possibly grow slimes and have them fight. Currently, they are just really cool hats. Maybe an item to allow them to fight like Brain Slimes would be cool.
- Slow the spiders down a bit. Currently, they seem very very fast. Slowing them down might also allow for smoother riding.
- Perhaps you could add an enchantment book called Possessed, perhaps exclusively found by killing tomes. This would be more of a comical thing, I suppose, but using this book on tools would allows you to summon your own Haunted Tool. Perhaps it would be useful when you have too many unused tools laying about, that could serve you in a better function.
Mar 12, 2014Posted in: WIP Mods
Hope was never lost, really, I have to thank you all who have following lemon's development up until now, and you guys were a great community. I hope you provide the same support for WildBamaBoy.Quote from DeathShad0
Hope restored, I'm excited again.
Nov 24, 2013mariosuperstar384 posted a message on Improving the Ender Dragon - More challenging boss fightI will say mate, it's not all bad of an idea. But you kinda have to stop raging on people. Every idea gets its own criticism here and there, and you know what you're supposed to do? Move on and learn. Improve your idea, make it better and such. Not tell people they're sore losers when showing that you are more of one then they are. You simply ask them "Do you guys have any ideas on how you improve him, or how to make the fight better, etc." And let them respond. Just ignore all the complety hate messages and live on. Because right now, mate, you seem like you're a sore loser because not everyone likes it. But I hope to see improvement on this thread, and hopefully a really good idea comes out of this mess.Posted in: Suggestions
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Aug 27, 2016Fararise posted a message on Possessed - Possess mobs and gain their abilities!Posted in: Minecraft Mods
Possessed is a mod that allows the player to possess mobs to gain their abilities and stay disguised using a powerful Possessive Hat.
If you possess another mob, however, you will also receive the bad effects from that mob, like burning in sunlight for a zombie.
Before possessing a mob, you must build up your 'Possessive Charge'. At it's highest level, it lasts for 5 minutes in total.
Creating the Possessive Hat
Creating a Possessive Hat is very expensive, as to make it you must find a rare Possessitite Gem. It can be crafted as follows:
Charging your Possessive Charge
When you first put on your Possessive Hat, you will notice a bar appear at the top of your screen showing your Possessive Charge, and charged percentage.
When you first put it on, your Possessive Charge will be at it's max level, but after using it for a while, it will drain. If you are not possessing another creature, the bar will slowly refill over a period of up to 10 minutes. If you want to speed up this process, you can do this by attacking other mobs.
Possessing a creature
Possessing a creature is relatively simple, all you have to do is Sneak+Right Click on a mob while you have the Possessive Hat equipped and you will begin possessing that mob.
You will notice your inventory will be replaced with that mob's inventory, don't worry, when you stop possessing a mob and go back to player form your inventory will be restored.
Certain mobs will have 'Right-Click abilities' related to the mob you are possessing. Enderman teleporting, for example.
Possessing a Creeper:
To stop possessing a mob, you can simply press 'C' on your keyboard and you will be returned to normal state.
Gaining Possession Experience:
Possession Experience becomes very useful when you want to possess a creature for a longer period of
time. The higher your experience, the longer you can possess a creature for. The Possession Experience is per-mob, so you will have to gain experience individually for each one you want to use longer. When possessing a creature, your experience for that mob will increase over time. However, this will take a very long time. To speed up the process, you can attack other mobs.
You can see your current experience in the top corner below the Possessive Charge bar when you are possessing a mob, or to see your experience for all mobs, you can press 'P', which will open up this GUI:
If you have any issues with the mod, be sure to report it on my GitHub.
Aug 30, 2016Fararise posted a message on Possessed - Possess mobs and gain their abilities!Posted in: Minecraft Mods
I had a go with this! It's pretty cool!
I took over a skeleton and walked around with him a bit, when I turned back to myself I still had his bow in my inventory and his AI completely flipped out because he didn't have it, he was stuck in place sort of twitching--I think trying to "shoot" me without having a bow to shoot with. Intentional or no?
It's a shame the other mobs still attack you while possessing though, would be fun to go on "stealth zombie safari" as it were
Any chance of being able to possess passive mobs in future? Not that I have a great desire to play as a sheep or chicken, but it seems like a thing that ought to be possible with such an item. Also this may be impossible (I don't know much about how this stuff works), but possessing mobs from other mods--would that be possible or do you have to hard-code everything on a per-mob basis?
Interesting, I'll take a look into those issues. Thanks for reporting them.
Passive mobs and mobs from other mods should be possessable already, only mobs from other mods won't have perfected special abilities unless the creator of the mod adds support for this mod.
Nov 17, 2013Posted in: Requests / Ideas For ModsThis mod idea is currently in development. If you want to help code, or contribute any ideas or textures, just post a reply or pm me.
The Spicy Vanilla Mod is meant to be an addition that’s meant to accompany the core Minecraft experience, not overshadow it. This mod adds new villagers, new food and several new blocks and crafting recipes that improve preexisting items or add some cosmetic options.
The first major addition this mod adds are the existence of Porcs, pigman villagers the player can trade with for more variety. All Porcs have a random skin (out of ten).
Porcs are just like the regular villagers, they live in a generated village and that their predominant use is trading. However, pigs being pigs, if you offer them any type of food or anything related to food (aside from a certain kind of meat) they'll pay large quantities for it.
So much so that if they want carrots they'll trade nine emeralds for it. In fact, they will trade carrots and golden carrots instead of books and enchanted books. Likewise, if they're offering food, it will cost you. Due to the nature of the traders, these offers have a tendency of disappearing quickly. Also, they have an increased tendency to trade gold.
And unlike Testificates, Pigmen can be somewhat fair when it comes to trading certain materials. Instead of scamming players by offering flint in exchange for gravel and emeralds, they may offer to 'reverse' the flint into gravel for a price. Well okay, that's not too useful, but at least these villagers are fair.
Key: Porcs Receive = Porcs Give
1 Emerald + 10 Flint = 5 Gravel
16-23 Coal/Charcoal = 1 Emerald
1 Emerald = 6-17 Gold Nuggets
9 Emeralds = 1-3 Carrots
4-5 Bread = 2 Emeralds
3 Emeralds = 4-5 Clay Blocks
1 Emerald = 1 Fruit Salad
23-27 Brown Mushrooms = 1 Emerald
2 Emeralds = 5-9 Steak
1 Emerald = 7-10 Gold Ingots
1-3 Carrots = 9 Emeralds
6-7 Emeralds = 1 Saddle
5-9 Steak = 2 Emeralds
6-11 Fish = 2 Emeralds
4-8 Apples = 2 Emeralds
1 Gold Carrot = 10 Emeralds
2 Emeralds = 4-8 Glowstone Dust
11 Emeralds = 1 Ghast Tear
Pigmen tread carelessly, they have a nasty habit of wandering into crops and trampling them. Despite their carelessness they will run and hide if they encounter zombies. The Pigmen villagers come in many varieties, such as having different features or wearing cosmetic saddles. You can give them armor to make them more durable if you'd like. Like pigs (and soon villagers!) Porcs make pig noises as they move about.
One unique variety is the Porc's equivalent to the Iron Golem, Knights who are decked in a gold chestplate and sword! While not as strong as an Iron Golem, they do have an advantage in their numbers. If killed, they may drop their equipped items.
The most valiant of these is the Porc Lord, who is fully armored, armed and has a long cape of bacon. He can ride and steer any Pig he's close enough to (aside from babies). However, pigs being pigs, if you hold out a certain item the mount may completely steer away from its orders, hauling the Porc Lord with it. Unlike regular villagers, Porc Knights and the Porc Lord cannot trade.
If killed by a Zombie, Porcs will rise again as (potentially unarmed) Zombie Pigmen. Unlike regular zombies, they'll usually just stand about. In fact, it seems like they're too lazy to eat their kin. And Porcs are too lazy to get rid of them. However, if an entire village is zombified, it's only a matter of time before they despawn and it becomes a ghost town...
Porc Village Features:
Porcs make their homes in the plains, swamp or tundra biomes. These buildings are usually made of basic materials, such as dirt, clay and/or snow. Their floors have patches of sand and gravel or carpets made of grass or snow. Wheat can occasionally be observed jutting out of a roof.
Porc homes do not have chests. Instead, they have furnaces. They would much rather store their belongings (usually food) in a place where it is easier to heat them later.
- Gold Nuggets
- Baked Potatoes
- Gold Ingot
- Gold Helmet
Like testificates, Pigmen villagers will have paths, lanterns and farms. Unlike testificates, they use jack 'o' lanterns to provide illumination and most crops have been trampled and replaced with grass.
The every village has one or two forts, built of stone or clay bricks, where the Porc Lord likes to reside. These buildings tend to be fairly large.
Very rarely, Porcs will spice up their living quarters, having soul sand with nether wart among their crops, glowstone atop nether brick fence and default nether brick in their forts. Wonder where they're getting all that stuff…
Wild pigs will wander through gravel pathways like typical livestock. Except not really. They just like to hang out.
You will never see the torn apart remains of an obsidian portal underneath some villages. No siree.
Iron Boats (a wooden boat surrounded by five iron ingots while crafting) are effectively boats but with a durability bar, which allows them to be reused where normal boats would break.
But when they finally do break, they don't drop wooden planks or sticks. They also break lilypads on contact and cannot be broken by touching a mob.
Sticky Blocks/Magma Cube Blocks
Sticky Blocks are effectively the sticky side of a sticky piston repeated on all sides, they can stick to sticky pistons, other sticky blocks and anything else a sticky piston can stick to. They are crafted with four slime balls and can also be worn as headgear with a unique look. (WIP images below)
Magma Cube Blocks share the same sticky/headwear properties as sticky blocks, but have the extra feature of damaging anything in contact with them, like cactus. Unlike cactus, they do not destroy dropped items. When either block is worn, they add a unique 'blur' effect.
Nether Pots are just like flower pots except they can't have any plant placed in it except nether warts, and even then, nether warts can't grow. They only need three nether bricks to be crafted.
Glowstone Lanterns are an alternative to glowstone and redstone lamps. They are crafted with eight sticks surrounding one block of glowstone. It collapses when broken, not breaking into glowstone dust, and doesn't need to be broken with a tool.
Block of Charcoal
The Block of Charcoal works exactly like a block of coal, except made with nine charcoal.
There is also a Golden Fruit Salad that can be crafted with a (non enchanted) golden apple, a glistering melon, and a wooden bowl, or a regular fruit salad and a block of gold. They have the same properties as regular fruit salads when consumed, but give the level one health boost status effect (two hearts) for 2 minutes. All fruit salad and golden fruit salad recipes are shapeless.
Crafted with redstone dust and three sticks, it glows when six blocks away from ore blocks (diamond, emerald, gold or quartz). If the player gets closer, it glows brighter. It detects around the players height (two blocks).
Changes to Gold
Gold weapons, armor and tools are now capable of gaining much greater enchantments from enchantment tables in an attempt to rebalance them into something along the lines of end game equipment. For example gold swords have a high chance of getting the Looting and/or Unbreaking. Gold tools have a high chance of getting the Fortune and/or Unbreaking. Gold armor has a high chance of getting Feather Falling and/or Unbreaking. All of the above gold equipment has an increased chance of getting three enchantments at once. (Final enchantments still pending.)
An experimental idea, where that blocking at the right time will allow the player to take no damage, and inflicts Slowness on the opponent for three seconds (if they used a melee attack). This is implemented to make blocking actually viable.
"What makes this slime/sticky block idea different?"
Aside from the fact that you can wear these blocks as sweet headgear, what makes these blocks different to other ideas is that these blocks are more based on Mojang's piston system than trying something to different.
"I've seen the Porcs idea before..."
Yeah, that was my previous thread. I've moved it here so that I can use work on all of them together. In a way, this mod is a revival of that idea, without reusing/changing the original thread/idea.
"Can I submit textures for the Porcs?"
Go ahead! (For reference, it's just the player model with the Pig's snout.)
"What if I don't want new villagers, structures, different enchantments or a parrying system?"
I've actually been considering creating Spicy Vanilla Lite (AKA, Mild Vanilla), which only adds new blocks and the iron boat, which should also hopefully increase the amount of potential things that can be regular mod.
- New Recipes/Food/Blocks
If you have any concerns or ideas, feel free to post them!
Remember, if you support this idea, click the down here! \/
Aug 21, 2013Posted in: Requests / Ideas For ModsImpossible Creatures ModIdea by Szeth AttunI don't know if any of you remember this game, but pretty much it was a semi-old computer game where you get animals and can mix them to create good combinations for fighting. The main idea I want to implement is the combination of mobs to combine attributes. I think the way to do it will be to create a staff and combine them. I also want to do multiple tiers of staffs to combine "higher level" mobs like creepers or others. Or the tiers would change the combination after breeding.What I would like is for some ideas on what combinations of mobs would create. Some examples are a sheep and cow that drop wool and beef or leather with some mix of their skins. Finally I am very new to Java and mod making. I am working on tutorials for both but could use some help. If anyone can give me tips for making this happen, that would be great. Please post if you have any ideas or think it is a good one.
EDIT: I think I have decided against the wand idea and instead the main thing will be some sort of chamber you put down and interact with. Mobs will have some chance to drop an egg and you can mix the eggs to create templates. Then pay something to get an egg of the new creature and get it in the game.
Thank you for your help!I've done some research and I don't think anyone else has done this. So if you want to do this please don't take the idea and go. Please talk to me, I would rather collaborate than learn java a way done by many before me.
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