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    posted a message on Growing Flowers 2 - A port of Growing Flowers for Minecraft 1.12.2

    Version 0.4 now completes the Vanilla one-block flowers with the addition of all four colors of Tulips


    https://www.curseforge.com/minecraft/mc-mods/growing-flowers-2

    Posted in: Minecraft Mods
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    posted a message on CLCCraft for 1.12

    Version 0.4.1 is now released

    Posted in: Minecraft Mods
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    posted a message on Growing Flowers 2 - A port of Growing Flowers for Minecraft 1.12.2

    Version 3 is now available and includes support for Allium, Azure Bluet, Blue Orchid, Oxeye Daisy


    https://www.curseforge.com/minecraft/mc-mods/growing-flowers-2

    Posted in: Minecraft Mods
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    posted a message on CLCCraft for 1.12

    Version 0.3.0.0 is released

    Posted in: Minecraft Mods
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    posted a message on Growing Flowers 2 - A port of Growing Flowers for Minecraft 1.12.2

    For those of us who feel that flowers should have seeds too and be farmable, this mod is a port of the Growing Flowers mod by gelber_kaktus. After all should dyes really be a matter of chance to obtain? Available at CurseForge:


    Growing Flowers 2



    Images

    Posted in: Minecraft Mods
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    posted a message on CLCCraft for 1.12

    A "kitchen sink" mod that will gradually contain ideas I have for modding Minecraft while I learn how to mod Minecraft. Available at CurseForge


    CLCCraft for 1.12

    Images

    Posted in: Minecraft Mods
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    posted a message on Biome ID Conflict?

    I can see plenty of conflicts in the three config file entries you have provided (100 is in two different config files for instance). I have this same issue and am having the symptom of seeing Advent of Ascension and Erebus dimensions in the Overworld. I believe you simply need to change the id's to mutually non-conflicting values.


    I'm going to find all the relevant config files and save a copy out and then edit the existing file to ensure mutually exclusive id numbers across all of the config files.

    Posted in: Mods Discussion
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    posted a message on Sawdust: Block and Dust
    The idea is to have a cheap way to create a path without mining cobblestone. It is for aesthetic and for practical (pathfinding) value. Cobblestone and gravel could be reserved for roads. This would provide a nice contrast.

    It looks like 1.9 is going to introduce Pressed Dirt blocks which would probably address my needs depending on the crafting requirements.
    Posted in: Suggestions
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    posted a message on Sawdust: Block and Dust
    Picking up from an old thread I found will researching my own suggestion...

    http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/43029-flammable-falling-block-sawdust

    ...I have the notion of using saw dust (crafted from the sawdust block) in order to alter the appearance of the top face of grass/dirt blocks to give the impression that the grass has been worn away or that bark dust has been placed on the grass in order to indicate a foot path. As with redstone dust adjacent "path in grass" blocks would link up forming a continuous path.
    Posted in: Suggestions
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    posted a message on Flammable falling block: sawdust.
    I would like to add that the sawdust block can be further crafted into let's say 4 saw dusts. The purpose of these saw dusts would be that if equipped and right-clicked on a dirt/grass block, it would change that block into a "path in grass" block. The graphic (beyond my means to create) would suggest a worn place in the grass. If possible adjacent "path in grass" blocks could link together as they are placed so that the appearance of an extended path would be created.

    This would fill a need I have to indicate paths through the world early in the game between various places without going next to gravel and replacing dirt/grass blocks with gravel.
    Posted in: Suggestions
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    posted a message on Sharks
    Of the top ten search results for "sharks" this is the only unlocked thread that isn't also about a mod or some other much more complex idea involving sharks. Although the original poster did not provide much detail, I don't think that this prevents this thread from being useful. I've provided some more detail. I don't see the necessity of providing parameter specifics for all ideas. This is a forum where ideas are presented and discussed. Why not let various proposals take shape from even if the original commen is as simple as this one. It was enough for me to go with.

    I happen to be a software developer who works on a "small" utility for a major software company. I get to field defects and enhancements as well as implement them in code and test them. So I understand the process of communication from user to final product. Not all users are as knowledgeable about all the guidelines (not rules) for posting here, nor should they have to be. As long as they are sincere. And if the idea goes nowhere then the thread will rapidly drop to the next page.

    As far as I can tell this is the main active thread for anyone searching this forum on the topic of adding sharks.
    Posted in: Suggestions
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    posted a message on Sharks
    I was fond of Mo'Creatures sharks. They drop sharks teeth which can be used to craft chain mail. Make the sharks sufficiently aggressive, poweful and/or rare and you can establish the proper balance. Maybe if you kill a squid near a shark they will attack you (mistaking the squid's blood/ink for your's) otherwise they are passive. That would make collecting ink sacs more interesting.
    Posted in: Suggestions
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    posted a message on Hedge aka Leaf Fence
    Thanks for the link TheqoreeZ...but I still wonder whether that Garden Hedge is too complex in its initial presentation. I would like to just see the Hedge or Leaf Wall/Fence.
    Posted in: Suggestions
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    posted a message on villagers in the shafts and strongholds
    Then when you free them it implies that you must protect them. The challenge is to lead them out of the darkness and into the light...

    I have been playing my latest game by basing myself in a village and starting off my creating conditions such that I can stay up all night and not worry about my villagers dying (wall, sufficient lighting and one iron golem). I've heard strange noises from underground however and I figure that there is a cave and/or zombie dungeon. What if you discovered in that zombie dungeon another room where some villagers are trapped...including...the Mayor! If you rescue the Mayor and he returns to the village then that village gets a aggressive mob spawn protection in a region around the mayor. But if the mayor dies...
    Posted in: Suggestions
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    posted a message on Hedge aka Leaf Fence
    True, Ironclad, but the visibility of a two block high stack of leaf blocks is much less than a visually one-block high hedge block and with the invisible 1/2 block you get mob containment.

    I should note that this idea, although in a much more complex form, is in the commonly suggested thread. I guess I need to improve my search technique. However, perhaps, this more straight-forward idea deserves its own thread.
    Posted in: Suggestions
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