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    posted a message on Knockback resistant gold armor
    Any further comments or thoughts on this idea?

    Does golds enchantabilty really make up for the low durabilty, and lesser protection?
    Posted in: Suggestions
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    posted a message on Knockback resistant gold armor
    I understand that gold is the most enchantible substance in the game, but is it enough to really justify ever using it?
    Who's gonna enchant gold when they could enchant iron or diamond?

    Knockback doesn't prevent rapid damage, you actually have about a quarter second of invincibilty after taking damage.
    (to test it, fall enough to take half a heart of damage, then immediately try and sleep in a bed that's in the nether or end)

    Now while I've never personally been pushed off a cliff by a pig, because I play rather cautiously, I have been knocked into the depths of a ravine by those edge-dwellers. (Spiders from above, and skeletons on unreachable ledges)

    Ragardless, I would love to have this option for times where I'll be in a precarious situation, and don't want to get launched into the abyss by the newly added creeper explosion push force that can in it self launch you high enough to kill.
    Posted in: Suggestions
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    posted a message on Knockback resistant gold armor
    Gold armor is currently expensive and has no justifiable use but as something to brag about.

    Have it so every additional piece of gold armor you wear reduces knockback by a percent, with a full set avoiding 100% of knockback.


    While gold armor is expensive and the durrabilty is low, this would give it a useful quality that could prove to be critical in many situations where anything from a punch to an explosion would send you to your death.

    Many times players have been knocked off of bridges or flung into lakes of lava, or pushed off a cliff by a pig, the gold armor could have a use in preventing it, and while not protecting you very much from damage, would allow you to remain in full control of your characters movement, and not be thrown around by attacks or collisions with mobs.
    Posted in: Suggestions
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    posted a message on [1.2.3] Legacy Better Then BuildCraft Thread (defunct)
    Quote from Stormweaver

    Well BTW and BTB rather clearly say no, all the buildcraft stuff just goes in the mods file so that seems pointless, and modloader/modloaderMP...just why would you?

    Just leave it weylin. really.

    I'm still not clear on what goes into the mods file, and what goes in the archive, so I just put it all in the archive file. It's rather confusing :sad.gif:
    Surprised I got it to install the 2nd try, honestly :tongue.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Legacy Better Then BuildCraft Thread (defunct)
    Would it be wrong to compile the files needed for BTB and host them as a single download for the people here having trouble installing it?

    There's like 10 different things, it's easy to screw up. :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Legacy Better Then BuildCraft Thread (defunct)
    Quote from Stormweaver

    Of course. If you ask something blatantly off topic, get told off for it, then ask exactly the same thing as off-topic in another thread, then you're breaking rule 1# by default. Possibly 3#. Hence the temp ban.

    Want to ask the question again? ask in the buildcraft thread, since that's where 'on topic' would be.

    I found that I was already banned by the time I saw that I was told off for asking more than once.
    But of those, only one person answered by saying that they are separated to allow people the choice to install only the options that they want.

    I know this is free and all, i was just puzzled with why they didn't throw in a version with all the stuff compiled together.

    I've made mods for other games, and I almost always try and make the installation of a mod as simple and straight forward as possible.

    no disrespect or self-entitlement intended, didn't mean to come across that way :tongue.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.2.3] Legacy Better Then BuildCraft Thread (defunct)
    this is a fantastic mod, but don't bother registering on the BTW forums if you plan on getting answers for any of your questions, the answer is certainly a ban :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    I thought this might be worth considering in a future version of the Better than Wolves mod.

    An adjustable light sensor.
    Clicking it will adjust the light threshold at which point the block will power redstone.
    When placed, the side facing you would have the lense, and would detect the light level of that block
    This will allow for day/night and tree growth detectors (without the block update tweak).

    It would be a nice addition to the already tremendously useful BUD and entity detectors.

    :::Glass:::
    :Glass::Water::Glass: (Lapis)
    :stone::RedShroom::stone: (Redstone)
    Posted in: Minecraft Mods
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    posted a message on Void Torch
    gloomwood and gloomshards... I guess I should have been more thorough in using the search function.
    Posted in: Suggestions
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    posted a message on Void Torch
    The idea is for a torch that will darken the area it is placed in. If you placed one out in direct sunlight, it would create what would appear as a dark shadowy spot, more intense than what you would get by placing something up in the air.

    This has some possible applications, such as for intentionally having mobs spawn in places during the day, or for an aesthetic purpose on creative servers (such as to create a spooky looking structure)
    These could be used to hide something like a dispenser embedded into a wall, all you would see is an opening with a very peculiar drop off in lighting, rendering anything in it impossible to identify.
    Posted in: Suggestions
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    posted a message on Earthquakes - a way to renew finite resources
    Well, I did intend for it to not effect player made blocks. Cobblestone (which would protect dungeons too) Planks, Glass, Iron, Gold, and Diamond blocks. etc.

    I know that earthquakes don't create resources, it's just an idea so you don't have to keep going further and further from spawn.
    Posted in: Suggestions
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    posted a message on Earthquakes - a way to renew finite resources
    In another game I played called Motherload, a 2D mining game, there was an occasional event that would renew underground resources by churning current tiles, and adding new ones.

    For minecraft, this could be made to only happen when certain conditions are met, the main condition being that resource density reaches a very low amount, and that there is a low density of player-made blocks.

    When a quake occurs, this block mixing and renewal would NOT move or destroy player-created blocks.
    Posted in: Suggestions
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    posted a message on Collection Basket.
    I wanted to suggest something like this, to have a block that you can just throw things at and it scoops it up if it has room to spare.

    If I was clearing trees from up in the sky, I could have a collection basket down below to suck up the dropped items so I don't have to worry about them expiring before I get down.
    Posted in: Suggestions
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    posted a message on VanillaCraft[99%UP.T.][Customized][Voice][Anti-Grief]
    Salgood hates Christians with a passion.
    Posted in: Alpha - SMP Servers
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    posted a message on Revision of the lava bucket as fuel.
    Well, I figured that the lava should be simply dumped out of the bucket. Because you lose 1 lava and 3 iron, I wonder if it's really even worthwhile to use.

    I suppose if you have 5 stacks of iron and a mile wide lake of lava it wouldn't be a big deal.
    Posted in: Suggestions
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