S'moregoth wrote:
Really? "In the game" as in in other mods, or in Vanilla minecraft?
Bark blocks have been in vanilla Minecraft for a long while if I remember correctly, but couldn’t be obtained without mods.
MenOfTheWest wrote: Just edited it with a picture, hope you like it was a bit rushed:)
It's nice, although maybe don't use so many carved black Gondor bricks.
Swordsbane wrote:
Minecraftmage113 wrote:
If this gets 3 kudos I’ll edit this suggestion and put on it a picture of a Gondorian and Elven House of Healing.
...
Its at 4 :P
What?
4 kudos, time for a picture.
3 miles deep in a mountain?
Assuming the height of the Mistys is comparable to that of the Alps (Mistys ranging from Y~130-Y~200, Alps commonly reaching heights of 3,000 meters or more), that's nearly 2 1/2 miles deep, + an additional 255 blocks, which (if the Mistys Alps comparison is accurate), would be another ~3 miles. That's 5 1/2 miles deep, and there is extra pressure from the plates forming the Mistys, so I'm assuming higher temperatures than 75° F.
Edit: The deepest mine currently (TauTona Mine), at approximately 2.4 miles deep reaches temperatures of 55° C. I'm not sure if it's measured from sea Level, or ground level. http://www.mining-technology.com/projects/tautona_goldmine/
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Sir Lazuli wrote:
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For the humanoid species, I could see something down there, but with all the large carnivores/hostiles, I don't see any civilizations.
Um, hello? Did any one see this?
The extreme pressure from the mountains above produces enough heat to keep temperatures above freezing. Also, Minecraft is much smaller in scale than earth, so the bottom of this dimension would be probably at least 3 miles deep, not just 1/2 mile deep.
Correct me if I am wrong, but I don't maggoty bread actually had maggots in it. Just because an orc called something a maggot, doesn't necessarily mean that's what it is.
One gross (one dozen dozens) of barrels at least.
Hobbits like their ale.
Lord Ironbeard wrote: Maybe this should just be in the normal world. Except without mobs and stuff and like for example if you are in the dark for to long u start taking damage from the deep dark.
This would work fine for new worlds run on super beefy computers, but already partly generated worlds this would cause so many problems.
This may be unnecessary, but I think it would be interesting if players and overworld mobs took heat damage below a certain depth, because realistically, the deeper you go, the warmer it gets.
Heating an item on an anvil is pretty unrealistic, as is forging an item without heat. Rather, one could put the item in a forge, the result of which would be a "heated" item (maybe there would be a chance for the item to remain normal and have to be heated again). Heated items would look like their normal counterparts (Or, although unnecessary, a glowing retexture for heated item would be nice), but will display in the item description "Heated!". Heated items would then be useable in the anvil, with your exceptional blacksmith hammer mechanics. Once used in an anvil it would cool (return to normal). It could also be cooled by right clicking it on water.
I think forging should take time, not just materials.
I saw totality. It was beyond words or pictures.
I wonder how feasible this would be to code into the LotR mod...
TheGoblinCleaver wrote: Well, I can't reforge with traders at all, because it simply won't let me put the ingots in the correct slot.
You don't use Ingots, you use coins. And the coins don't go in the slot.
Hmm... This might work. However, I think if you have higher alignment, then you shouldn't have to have a cooldown. And I assume the cooldown would only be for factions like the elves and rangers.
Thank you for your advice!
I don't think it's the type of song a Hobbit would compose, but I'm sure some of the more adventurous of them might pick up the song in Bree.
The 1.9+ shields are realistic--they block the attack. As for the compatibility with lotr shields, just give each faction a faction-specific shield, and replace the current achievement shields with capes. The OP regen? Guess you'd have to coremod it out. The cooldown? I believe the MC swords are almost the same time-wise as the LotR swords, and the MC axes are more like the warhammer speed. Also, I actually prefer the MC cooldown system, because it is more realistic (you don't have to have your sword fully raised before you strike again, but you'll deal less damage).
Again, not that all this really matters. We're probably staying in 1.7.10 until the mod dies.
The 1.9 combat system shouldn't be a problem to work around. All Mevans needs to do is prevent players from attacking during the cooldown period--by then, the 1.9 attack meter would be full. Also, the weapon attack speeds can be changed in 1.9 without mods -- so with a mod there should be no real problem there.
If nothing else, Mevans could coremod it out.
Not that it matters much. We're probably sticking in 1.7.10 for the foreseeable future.
Yeah, I thought that was the big problem with 1.7.10 structure building--you have to code it all whereas structure blocks can save a build directly to a file. It's great for map-making, duplicating complex builds, and sharing builds.
If Mevans goes through the work of updating, then I hope he will update to the current version of MC.
As for the open-source thing, this is different. Coding mundane, repetitive things does not require a single coder--many could code them and produce identical results. If this were AI or interface-related things, then that would be another story entirely.
By the way, does anyone know if structure blocks would help with major structures? Because if they would, they may eliminate lots of boring block-coding for Mevans and hence updating may possibly be worth the time--maybe.