I like this.
My take on it though;
Tertiary Liquid Tile - Doesn't mix with water and will float to top but not change total height of water; Will catch fire and burn away similar to wood if lit or near Lava.
It can spawn in underground pools, and in tiny pools above water, where a underground source is probably found.
Change Redstone to Copper, palette swap but keep same utility. Possibly raise spawnable height to similar layer as Iron, or Gold. Change Redstone Torch to Capacitor. Other then that, we'll need more items like Waterwheels or other mechanisms.
Electric and Oil LANTERNS will be nice when they get here with these tweaks. HINT HINT
- Registered Member
Member for 11 years, 4 months, and 21 days
Last active Wed, Dec, 29 2010 10:56:07
- 0 Followers
- 17 Total Posts
- 0 Thanks
Jan 12, 2011My opinion:Posted in: Survival Mode
Torches should last 3 game days. Since you can make 4 torches from 1 coal, this should be easy enough in a new game to setup a mining spot.
Lanterns should use:
and should have a brighter light radius than torches.
This would give some use to gold ingots, and wouldn't complete destroy the game for new players.
Jan 11, 2011I have a question regarding the Repairable Wall.Posted in: Survival Mode
The repairable wall does seem like the ultimate defense, dig down to bedrock, then build it higher than the clouds.
However, a few problems I see for PVP.
#1 Whats to stop a player from Pillaring up beside it then hopping over? If you fill the highest blocks with lava so it's...
They could still place blocks into the lava to hop on. Eventually making it through the wall.
#2 Untested, but would a TnT next to the water, but not in the water blow a hole?
   
   
   
   
  
#3 Finally, and this might would better with 2 team attackers, but a quick player could pull it off. Destroy the Cobblestone, then use a bucket to remove the lava source block.
So, is this really the perfect wall? Or just the best we can make? Considering the time and effort and the 3 easy approaches for still getting through.
Jan 8, 2011Hey guys, I have a problem, I'm trying to setup an area for a Mega Project and it's taking hours to remove all the water blocks, I'm trying to empty lakes, that keep flowing in to my holes when I dig.Posted in: Survival Mode
Jan 8, 2011randyG posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016Another suggestion:Posted in: Minecraft Mods
Create a new equipment inventory slot for the Heart Containers and make them Stackable. If your holding 4 heart containers, you have +4 hearts. If your holding 12 heart containers you have +12 hearts.
If you die, you drop the items, and lose your bonus hearts. This way, we can have a higher capacity for hearts, and with death, we're reset back to normal.
Jan 8, 2011randyG posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016Have a suggestion for this, haven't read all pages though.Posted in: Minecraft Mods
Instead of a new Heart bar on top of the existing one, when you complete a heart container, one of your existing hearts gets a "Glow/Outline/Texture Mod" then that heart is worth 4 hits, instead of half heart damage you take quarter heart damage on that specific heart.
Might be too complicated to code though it would look more aesthetically pleasing. Also it allows for super human strength, instead of being limited to 2 bars, or 5 bars (with the screen getting cluttered) you could just keep changing the texture on specific heart tiles, and adding further life capacity.
Jan 7, 2011Thirst and further hunger options would probably work well with a farming/food mod.Posted in: Mods Discussion
Hunger Bar could be split like this:
FIrst three bars would be hunger. A full bar would last 1 game day.
Foods would fill the bar like this:
Bread = 1 bar
Raw Pork/Fish = 2 bars
Cooked Pork/Fish = 3 bars
Fourth bar would be thirst. A full bar would last 1/3 game day. (You need to drink more often)
Really... this would require a food mod, or usable item mod. Drinks just aren't in the game now. I wanted to focus more on adding the hunger and temperature, especially temperature features. For this specific mod, and if someone creates an expanded farming/food mod, then we could add compatibility.
Anyways though, any drink water/milk would fill the thirst bar.
Crafting Recipe = Canteen NOT STACKABLE
Leathers (no leather icon)
Crafting Recipe = Bottle STACKABLE
Crafting Recipe = Milk/Water Bottle x3
Bottle x3 + Milk/Water Bucket
Using Milk/Water Bottle like food would heal 1 heart and return bottle.
Should probably force a "cooking/purifying" step.
Crafting Recipe = Warm Milk/Water Bottle x1
Milk/Water Bottle in Furnace \ Heals 2 hearts
Crafting Recipe = Cold Milk Bottle x1
Warm(Cooked) Milk/Water Bottle combined with Snow/Ice/Snowball w/e \ Heals 3 hearts
All that should cover thirst if we could go that far.
Hunger/Thirst bar, just a rework of the oxygen bar that restores based on item use.
Temperature/Cold bar, another rework of oxygen bar that restores based on proximity to a heat source, the same way oxygen restores when you leave water.
Jan 7, 2011randyG posted a message on player traps, a compilation of multiplayer cruelty.QUESTION:Posted in: Survival Mode
This trap thread looks interesting, and alot of thoughtful ideas are shown, however, in reality how many of these traps are successful?
A proper trap should discourage the player from returning to the location in question.
The mind of an adventurer: "Oh I died? Hmm that was funny, can't believe I fell for that." *Proceeds to return to location to continue to explore and look for goods*
If you have a tnt trap, once it's blown, it's done, single use. It might take 3-5 deaths but that adventurer will find your stash and will get your stuff.
If you have a hole designed to kill, the adventurer will note the place and avoid it next time.
In essence, death is not a deterrent. They will come back, naked if needbe to find your loot,
With that in mind, what is a deterrent? Time wasted.
The mind of an adventurer: "Hmm, nothing interesting around here, alot of traps, but junk loot, i'll just burn the place and look elsewhere."
Traps that trap and waste time are the best traps to discourage players messing with your area.
The problem is, exactly what is a perfect "time-out" trap?
THE QUESTION IS: WHAT IS THE PERFECT "TIME-OUT" TRAP?
An adventurer has 3 ways to escape a location:
1. Dig out
2. Pillar out
Creating an Obsidian hole solves #1. You can't dig out easily. However you can pillar out.
Modifying the trap where you can't pillar will solve #2. However, that won't solve the quick death fix.
How do get out of any trap? Carry a bucket of lava and lighter
Place lava, walk into, die. Respawn, avoid that trap, and continue searching for loot.
If there is a water floor, use lava, then pick up water with bucket, place water 2 blocks high, drown. Die.
If you encounter a trap that has eliminated the bucket solution to suicide, then use lighter to make a block of fire to burn yourself the slow way. Burn. Die.
This is probably looking too deep into the trap aspect, but is there a perfect trap, that will be so annoying to deal with it would discourage the adventurer from returning to the source, simply to explore in another direction.
I challenge anyone to beat this method for protecting treasure.
Find a hole, hide a chest, cover hole. Remember spot.
Building elaborate traps and tricks, won't save your
Jan 6, 2011I know it's that it's homeostasis, I was concerned with editing the content and didn't realize the topic title. But does it matter?Posted in: Mods Discussion
Thirst I did want to include, but currently there are no drink items in the game. I feel that would over complicate the hunger process. I'd like to see things to encourage the player to SURVIVE but not force them to focus only on that.
With hunger and temp, the player can still build and play how they like, this just adds something to think about time to time when your idling for ideas what to do next. However, Thirst, Sleep, and Pressure might become overwhelming adding "too many" daily tasks to worry about before getting to the heart of the game, which is really mining and building.
I'll contact lahwran through PM and see what s/he thinks, maybe our ideas are the same. The biggy is having editable values so we aren't "forced" to use preset hunger ratios and can play how we like.
Jan 6, 2011Hello Minecrafters, many of you play survival right? Do you like it? Imagine if it was REAL survival!Posted in: Mods Discussion
Bar above Health similar to oxygen. (Oxygen bar will be moved up above this bar)
Txt doc will control...
Duration: Default is: Food Bar will last one game day.
Restoration: Default is: 1CookedMeat, 1Stew, 1Apple, 2RawMeat, 3Bread
Damage: Default is: One fifth the speed of drowning, so you'll take a half heart damage every 5 seconds when your bar is empty.
Bar above Armor similar to oxygen used in water. When you are in cold areas you'll freeze.
Txt doc will control:
Duration: Default is; x3 oxygen time on dry land, x2 oxygen time underwater.
Armor Boost: Default is; each piece of armor will add 25% to max duration (wearing full armor you'll have x6 oxygen time in cold weather)
Restoration Control: Default is; Lava recovers in 3 seconds, Lit Furnaces recovers in 5 seconds, Open Flames recover in 15 seconds, Torches recover in 30 seconds. Auto restoration is OFF.
Damage Control: Default is; One half the speed of drowning, or 2 second intervals.
More ideas include Sleep and Pressure, however they don't seem appealing to gameplay and will be ignored for now.
Please tell me what you think? Are you ready for some REAL SURVIVAL?!
Dec 30, 2010Hi, I've been working on a water park have run into a couple problems.Posted in: Survival Mode
In a default lake, there is no water flow, this is good. However, if I place a block and remove it, I create a "Vacuum" where all four sides "Suck" everything in.
Is there a way to reset this back to stale water? How can I control water flows?
Thanks ahead of time,
- To post a comment, please login.