Yeah I think I liked that comment, and its okay a lot of people won't read that far back so I think its ok to 'refresh' itsry I have a list of mods I thought of and forgot which ones I posted but nice to know someone read it
Yeah I think I liked that comment, and its okay a lot of people won't read that far back so I think its ok to 'refresh' itsry I have a list of mods I thought of and forgot which ones I posted but nice to know someone read it
Yeah I think I liked that comment, and its okay a lot of people won't read that far back so I think its ok to 'refresh' it
You say faster its not faster than minecarts and pigs can actually go very fast when you right click with a carrot on a stick but it uses durabilitySpeaking of Refreshing...
Is it so hard to add a hunger bar to Horses??? (How I want? Probably) I've suggested this at least 3 times now and no one even acknowledges the danger Horses pose to Pigs, Minecarts and Ice Run Subways! Horses are a way to move faster a Minecart and move items with ease, while being faster and easier to ride than a pig, and requiring no hunger! This one VANILLA animal nerfs 3 different mechanics of Vanilla in one fell swoop. I understand it requires Golden Carrots to breed and saddles to ride, but I don't want to have to remove the ability to obtain saddles just for one stupid design derp! Even worse is that you don't even need Gold for a good horse because the ones you find in nature are already incredibly OP! I'm sorry that I'm ranting but I can't STAND these mobs how they currently are. Overall, my wishlist:
- Add Horse Hunger Bar
- Configurable food for Horses
- Configurable hunger from food increase/decrease
- Configurable Saturation from food increase/decrease
- Configurable Exhaustion Rate
- Integration for Spice of Life
- Configurable Exhaustion from high speeds
- Configurable Exhaustion from high jumps
- Configurable Exhaustion from pain
- Configurable Exhaustion from armor
- Configurable Exhaustion when wearing chests
- Configurable Exhaustion per block in chest
- Horses eats items off ground
- Configurable if Exhaustion still occurs when not riding
- Configurable Exhaustion from player armor
- Configurable Exhaustion per item on player
- Iguana's Tweaks integration for block weight and encumbrance
- Adds Feed Bag, feeds horses food while they wear it
- Adds Feed Bag Enchantment for armor, gained by crafting armor with a Feed Bag
- Feed bag works for humans too
Speaking of Refreshing...
Is it so hard to add a hunger bar to Horses??? (How I want? Probably) I've suggested this at least 3 times now and no one even acknowledges the danger Horses pose to Pigs, Minecarts and Ice Run Subways! Horses are a way to move faster a Minecart and move items with ease, while being faster and easier to ride than a pig, and requiring no hunger! This one VANILLA animal nerfs 3 different mechanics of Vanilla in one fell swoop.
You say faster its not faster than minecarts and pigs can actually go very fast when you right click with a carrot on a stick but it uses durability
(not widely known)
:/Pigs and ice runs aren't suppose to be better than anything: They are jokes or mistakes. Minecarts are the real deal, but the changes they wanted to add to speed them up were hated.
The most important contrasting thing about horses, is that they're great for exploring but not as reliable or versatile. minecarts can be automated: they can pick up items, hold items, push items, be controlled by redstone, and even explode (can Your horse explode?!). Purely on the travel side, minecarts are far far better in the nether, since they don't need a 2*3 tunnels and wont easily catch on fire and die. If you want to travel a huge distance, you better use a minecart.
Horses are not always faster than minecarts- it's pretty random. You shouldn't ever rely on a horse for anything.
Pigs and ice runs aren't suppose to be better than anything: They are jokes or mistakes. Minecarts are the real deal, but the changes they wanted to add to speed them up were hated.
The most important contrasting thing about horses, is that they're great for exploring but not as reliable or versatile. minecarts can be automated: they can pick up items, hold items, push items, be controlled by redstone, and even explode (can Your horse explode?!). Purely on the travel side, minecarts are far far better in the nether, since they don't need a 2*3 tunnels and wont easily catch on fire and die. If you want to travel a huge distance, you better use a minecart.
Horses are not always faster than minecarts- it's pretty random. You shouldn't ever rely on a horse for anything.
You're completely ignoring the fact that Ice Runs used to be a useful part of MC and should not be nerfed out because they wanted to add an all powerful movement god. Sure, Minecarts can automate but they also are supposed to be used for long distance transport, same with Ice Runs. And who the Buck (Rogers) cares if riding Pigs are a joke, they're a feature and should be treated like one! People like you make me sick.
And on the subject of minecarts being more useful in the nether: Minecarts require iron per block for movement AND gold. With a good pick and a nice tunnel system, your argument points are null and void.
Then minecarts, rideable pigs and ice runs should die too- they all displaced the original boat waterways, which were actually nerfed, rather than just outpaced.Ice Runs used to be a useful part of MC and should not be nerfed out because they wanted to add an all powerful movement god.
Suppose to!? There's no correct suppose to in minecraft. Ice runs are an accidentalMinecarts can automate but they also are supposed to be used for long distance transport, same with Ice Runs
A joke is still a joke. It's great to have, but you can't justify balance on it. especially when running is 9/10 times faster.And who the Buck (Rogers) cares if riding Pigs are a joke, they're a feature and should be treated like one!
"With a good pick and a nice tunnel system"- Because building a nice, X,000 blocks long, 2*3 thick (except for stairs, which need to be much taller)(3*3 if you want it to centered), totally fire and ghastproof tunnel is so easy and resource-light!minecarts being more useful in the nether: Minecarts require iron per block for movement AND gold. With a good pick and a nice tunnel system, your argument points are null and void
That's just mean.People like you make me sick.
If you read closely you'd notice i said nothing about your idea- they're good for more hardcore mod environment. I tried to counter your anti-horse arguments based around vanilla balance*. Obviously there can't be middle ground between the Right and Justified Hardcore Balance I Wish Was Made and despicably obscene vanilla balance which I don't like and should just be annihilated from being possible to even exist.FINE! How about a mod that just straight out removes horses? Because obviously we can't get to any middle-ground regarding horses.
If you read closely you'd notice i said nothing about your idea- they're good for more hardcore mod environment. I tried to counter your anti-horse arguments based around vanilla balance*. Obviously there can't be middle ground between the Right and Justified Hardcore Balance I Wish Was Made and despicably obscene vanilla balance which I don't like and should just be annihilated from being possible to even exist.
*these:
...no one even acknowledges the danger Horses pose to Pigs, Minecarts and Ice Run Subways! Horses are a way to move faster a Minecart and move items with ease, while being faster and easier to ride than a pig, and requiring no hunger! This one VANILLA animal nerfs 3 different mechanics of Vanilla in one fell swoop. I understand it requires Golden Carrots to breed and saddles to ride, but I don't want to have to remove the ability to obtain saddles just for one stupid design derp! Even worse is that you don't even need Gold for a good horse because the ones you find in nature are already incredibly OP! I'm sorry that I'm ranting but I can't STAND these mobs how they currently are.
Would be cool if on a very rare occasion, a huge amount of endermen would teleport in and try to steal any blocks placed by a player, and use the blocks in a circle, even if say, they have a dirt circle and they get a gold block, they would just instantly start upgrading it.If we're talking about mob AI, one thing that really bugs me is that endermen still grass. I don't mind the balancing issue at all, but I hate the holes they make in the ground.
It would be neat if there was a mod...
Worldgen areas "designated" to be Quarries and Circle.
Quarries is where they"ll always take blocks from. This doesn't exclude taking stuff from farther away,
Circles are places where endermen are placing their blocks, to form various structures of unknown purposes (mostly like dirt or stone circles, hence the name, but obelisks, pyramids, and assorted mystical structures are perfectly fine).
When an endermen want to pick up a block, they"l likely try and take it from a nearby quarry, and take it to a nearby Circle, where they"ll "examine" if it's good to place. If it's incompatible with the structure, the structure is finished, or just random chance they personally dislike it, they"ll return it to where it came from.
What this means is that endermen will do most of their environmental damage in their quarries and Circles. Even better, it means they could be set to a wider range of blocks, since even if they steal your more valuable stuff, they"ll shortly return it (Or they're building a really fancy Circle)
- Areas for circles and quarries are worldgen, a few hundred blocks apart from each other, in small clusters of 1-2 quarries and a Circle (or rarely two) in a close area. They come in several sizes, mostly smaller.
- Quarries have a size
- Circles have a size and the predetermined design of the structure. The endermen will follow this design to make the structure.
- When a structure is complete, either the design will be finished, and the structure finished, or a new, grander design of better materials will replace it, requiring more work- after a finished small dirt circle, a larger dirt circle will be built, or be replaced with a stone circle, etc. The greater the size, the more likely for this to happen.
- When an enderman want to pick a block, they"ll have a high chance to prefer to teleport to the nearest quarry and take the block from there. He will also remember from where he took that block
- When an enderman has a block, he will try to teleport to the nearest Circle.
- The enderman will then Contemplate if the block is right. If he's in a Circle, he"ll check if the block fit in the structure. If it is, he"ll have a very high chance of placing it, before teleporting back to wherever he was originally.
- otherwise he"ll have a high chance of returning the block to where it's from (and an almost certain chance if it's not dirt, grass, or stone)
bonuses
- Enderman will then have a cooldown on taking blocks.
- Endermen will have a different chances of taking blocks depending on the moon cycle (whichever time is creepiest).
- When a structure is finished, endermen will gather around it for strange rituals.
- Better structures may require things that are less common than dirt, such as stone bricks or andesite. the Circle may then "send" endermen who come to them with a failing block to return their block and try to find the blocks from your area or "craft" them (really just picking up X and turning it into Y, such as stone to a brick variant).
- When a grand structure is mostly finished, the last few expensive, key elements will be in a seperate design, such as a solid gold giant obelisk cap after finishing the obelisk itself. It will then frequently spawn endermen who"ll go looking for these more expensive blocks, and may steal them from your chests!
I really like this ideaAn idea I have been kicking around (as I work on learning Java in my spare time) was a mod to add a more serious threat to construction/base building. Modifications to the base monster AIs that would adjust their behaviour in regards to crafted items (vanilla chests would be about the only crafted item they would be required to ignore).
Zombies would be going for basic, low value crafted things, doors, fences, etc.
Creepers would be more inclined to go for higher value targets, complex recipe items.
Skeletons would specifically go for for players and neutral entities nearby crafted things (so farm animals and such).
Spiders would seek out players and 'spin webbing' around them (creating web blocks to slow the player) and would attack if, say, there are 3 blocks of webbing around them (or maybe if they are actively IN a web).
Endermen would prioritize blocks they could carry around crafted things. Could also have special endermen that instead like to place TNT near any sources of redstone they can find.
This would give a more sincere feeling of 'being an invader' in a world that really likes just being natural and without gas turbines, nuclear reactors, etc. The spawn rate of these monsters would be accelerated in areas, likely based on how many TEs there are. I have further ideas on the actual AI code itself, I have worked on game engines and AI engines before, but have never worked in Java before (dear gods, I can't even use == on strings?!?)
I need this now.If we're talking about mob AI, one thing that really bugs me is that endermen still grass. I don't mind the balancing issue at all, but I hate the holes they make in the ground.
It would be neat if there was a mod...
Worldgen areas "designated" to be Quarries and Circle.
Quarries is where they"ll always take blocks from. This doesn't exclude taking stuff from farther away,
Circles are places where endermen are placing their blocks, to form various structures of unknown purposes (mostly like dirt or stone circles, hence the name, but obelisks, pyramids, and assorted mystical structures are perfectly fine).
When an endermen want to pick up a block, they"l likely try and take it from a nearby quarry, and take it to a nearby Circle, where they"ll "examine" if it's good to place. If it's incompatible with the structure, the structure is finished, or just random chance they personally dislike it, they"ll return it to where it came from.
What this means is that endermen will do most of their environmental damage in their quarries and Circles. Even better, it means they could be set to a wider range of blocks, since even if they steal your more valuable stuff, they"ll shortly return it (Or they're building a really fancy Circle)
- Areas for circles and quarries are worldgen, a few hundred blocks apart from each other, in small clusters of 1-2 quarries and a Circle (or rarely two) in a close area. They come in several sizes, mostly smaller.
- Quarries have a size
- Circles have a size and the predetermined design of the structure. The endermen will follow this design to make the structure.
- When a structure is complete, either the design will be finished, and the structure finished, or a new, grander design of better materials will replace it, requiring more work- after a finished small dirt circle, a larger dirt circle will be built, or be replaced with a stone circle, etc. The greater the size, the more likely for this to happen.
- When an enderman want to pick a block, they"ll have a high chance to prefer to teleport to the nearest quarry and take the block from there. He will also remember from where he took that block
- When an enderman has a block, he will try to teleport to the nearest Circle.
- The enderman will then Contemplate if the block is right. If he's in a Circle, he"ll check if the block fit in the structure. If it is, he"ll have a very high chance of placing it, before teleporting back to wherever he was originally.
- otherwise he"ll have a high chance of returning the block to where it's from (and an almost certain chance if it's not dirt, grass, or stone)
bonuses
- Enderman will then have a cooldown on taking blocks.
- Endermen will have a different chances of taking blocks depending on the moon cycle (whichever time is creepiest).
- When a structure is finished, endermen will gather around it for strange rituals.
- Better structures may require things that are less common than dirt, such as stone bricks or andesite. the Circle may then "send" endermen who come to them with a failing block to return their block and try to find the blocks from your area or "craft" them (really just picking up X and turning it into Y, such as stone to a brick variant).
- When a grand structure is mostly finished, the last few expensive, key elements will be in a seperate design, such as a solid gold giant obelisk cap after finishing the obelisk itself. It will then frequently spawn endermen who"ll go looking for these more expensive blocks, and may steal them from your chests!