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    posted a message on Fusing Weapons
    Too hard to code in.
    Posted in: Suggestions
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    posted a message on Stuffed Animals
    Seems legit.

    And could it be for Cave Spiders, too?
    Posted in: Suggestions
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    posted a message on Higher the mode, more the loot
    I've heard of KIU.
    Not even that, I've trumped Medusa. And Hades.

    Maybe only for mob loot? Because you could generate the world on hard, and then switch to Peaceful.

    Posted in: Suggestions
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Quote from jordanSUPERMAN

    I briefly scurried over your idea, but i had to rush and post this.

    How about maybe the idea of a "Tarantula"
    A very small creature compared to the normal player.
    Around the size of "Steves foot"/"A rose"
    You can pick him up on your head by right clicking.
    While he is on your head, you can right click on a "Tank" and he will go inside the tank and stay there (Instead of having him just sit down)
    The tank will be like a glass block, only maybe a different texture, and a bit more detailed.

    What'cha think?


    The theme is Cave Spiders because they're my favorite mob.
    And yes, I'm sorry it's so detailed, but I can't just leave "Omg omg cave spidurs should be tamable make for me pl0x", because that won't give any clues at all.
    Posted in: Requests / Ideas For Mods
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    posted a message on Coloured Chickens
    This would give a new meaning to the word "Easter egg"...
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Yup. Zombies are just too... Dead, and silverfish aren't as meaty. And bats aren't that big, so they don't make a full meal...
    Posted in: Requests / Ideas For Mods
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    posted a message on [IDEAS NEEDED] Magic + Machines mod
    I have an idea for a hostile mob! Maybe it's a mini-boss? (Warning: Detailed!)

    Name: Kaldym the Necromancer

    Attack Strength: 5-7 (2 1/2 to 3 1/2 Hearts)
    Hit Points: 20 (10 Hearts)
    Armor Points: 10 (5 Chestplates) (40% Damage Reduction)
    Wields: Necro Stave
    Spawn Rate: 1/4 that of an Enderman in the Overworld.
    Spawn Place: Light level of 7 or less, in Swamp biomes
    Type: Undead (Smite deals extra damage)
    Special: Does not burn in daylight
    XP: 50
    Sight Range: 32 Blocks
    Drops: Necro Staff (1)
    Necro Orb (5-7)

    Kaldym will be neutral until you attack him. Then, he will begin to retaliate:

    Attacks:
    1) If he sees you, he will launch Necro Orbs at you, which deal 5-7 damage (creates a 1-block wide explosion on the block it lands) and inflict Wither I for 7 seconds on Normal.
    2) Will occasionally summon skeletons wielding Wooden Swords out of the ground around him.
    3) His "Rage" attack, which consists of making a Skeleton with Leather armor and a Wooden Sword enchanted at level 10 appear, as well as
    launching a Mega Necro Orb, which deals 9-13 damage with a 3-block-wide explosion and inflicts Wither II for 9 seconds.

    When you kill him, he drops his staff, as well as Necro Orbs, ammunition for the staff.

    To craft Necro Orbs, put 4 bones in the 4 corners, and a ring of Rotten Flesh between. In the middle, a Gold nugget is added. This will create an object called "Unprocessed Necro Orb". Stick it in the furnace to create a Necro Orb.

    Now, to craft a fresh Necro Staff, you will need two diagonal Gold Ingots, and a Mega Necro Orb around that, which is made by making a Chest of Necro Orbs. Next, put a Gold Ingot directly vertically and another directly horizontally from that, and you have your Necro Staff.

    Right-click to use the Necro Staff. With this, you can launch Necro Orbs in the same fashion of Kaldym's normal attack.
    Also, if you have a Mega Necro Orb, the staff will charge up and use his super attack, besides the Skeleton-summoning part.

    I hope you like my suggestion.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Yup. They haven't seen something as juicy as a player in a while.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    It's in Edit 1.2, it wasn't in the first version.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Quote from Crumpetxxix

    No problem. If you like this than so be it for me to say not to do it. I can't say I haven't wrote a couple mods that have made the game easier as well so I'm trying not to be hypocritical, and I hate when people just shoot down ideas instead of trying to help improve them.

    I had a couple ideas for your mod also. One is that maybe other non tamed cave spiders get jealous when you are feeding and try to steal the food and attack from the one being fed / tamed, and the other one is if you hold a piece of flesh or spider eyes in front of non tamed cave spiders for too long without feeding them (or switching back and forth from another item in your inventory) they will begin to attack.


    I'll consider adding the first suggestion, and I've already added the second.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Quote from Crumpetxxix



    Eh those dangers in the shafts are easily avoidable, and despite that it's still a nerf to mineshafts. Cave spiders are what make me dread going into them.

    The thing with the nightvision, even if the pet isn't usable at the time you still get the ability to get nightvision and an infinite string supply without ever having to go to the nether for potion mats or finding a spider spawner and making into a trap which is dangerous on its own. So it still would seem a little over powered to me that you can get both of them by killing a few zombies n finding a mineshaft, both of which are considerably easier.

    And no I don't know much about spiders irl, I just assumed they normally would eat other things rather than another spider.

    But hey if you like cave spiders and want to make this then don't let me stop you. I'm sure it would be cool either way (probably a bit difficult to mod some of the features tho). But I do really like the idea of being able to ride the spider like a jockey and have a pet who could climb up stuff and kill the annoying ­ mobs in those hard to see branches of a mine which are too high to climb up to normally. I just enjoy the game being challenging and this seems like it would make a few aspects too easy


    Thank you for the constructive criticism.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Request] Disable critical hits
    Too powerful?

    It's a lifesaver for people wandering around at night with no house amd a Wooden Sword.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Idea: Tameable Cave Spiders [Comments/Feedback always welcome!]
    Quote from Crumpetxxix

    Theres a few things I like and dislike about this idea.

    First of all, the thing about them spawning like blazes, I didn't think blazes spawned without the spawner, but the idea is the same with wither skeletons as well. Anyways that's besides the point
    What I like about this idea is having a pet that could climb and poison things. Plus it would help get rid of the useless rotten flesh building up for wolf food.

    But what I dislike is that these would make the game significantly easier. First of all mineshafts would become a joke. The spiders have the same darkness requirements to spawn, so in a well lit up mineshaft you'd hardly get any spawns (especially since they are partly torched up already), plus you'd avoid 99% of the danger of being in a mineshaft if you walk around with rotten flesh in your hand. With a lot of your commands would make things way too easy also. Being able to have nightvision and get 10 string every 3 mins infinitely is quite a bit overpowered especially since all it takes to get those is a little rotten flesh, which doesn't even begin to cover how over powered the social commands are as well.
    Even without those I think a cave spider tamed even without those abilities would still be too much. That poison effect ticking on something while being attacked by the player and possibly wolves as well would obliterate anything without resistance.

    Also, why feed them spider eyes to heal them? That's pretty much cannibalism. If you tamed them with rotten flesh why wouldn't they be healed by it too?

    I think this idea would be much better implemented with normal spider, without any of the commands. Maybe being able to mount like a skeleton jockey, for the use of a pet who can climb


    Well, as for the danger of Mineshafts, there are still ravines and pits of lava, as well as other mobs. And don't forget how lost you can get in them. And they're still hostile.

    With the commands: with the night vision, you have to put your Cave Spider out of action. It can't sit on your shoulder and fight at the same time.

    Canniballism issue: If you've ever heard about spiders IRL, you know that they don't exactly like other spiders wandering into their webs.

    And, I used Cave Spiders because they're my favorite mob.
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] See-Through Lava
    Like water, but thicker?
    Yeah. It's a pain in the butt finding stuff through lava.
    Posted in: Requests / Ideas For Mods
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    posted a message on Jousting Mod for 1.6!
    Hm...
    Jousting arenas and Horses!

    "JOUST! JOUST! JOUST!"

    Support.
    Posted in: Requests / Ideas For Mods
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