Minecraft PC IP: play.cubecraft.net

Tacosbefriends

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I like this idea even more than towny, please make a seperate thread!
Well, if you insist.

My idea is a survival server with elements of the Tale of Kingdoms Minecraft mod, Don't Starve, Terraria, and Animal Crossing.

Tale of Kindoms Elements:
Players work together to build up a massive kingdom, giving supplies and materials to the kingdom which upgrades and gives benefits to the players after enough resources have been given.

Don't Starve Elements:
Players are discouraged from venturing out at night or into hostile areas without proper protection. Along with normal hazards like zombies, creepers, drowning and fire, players face perils like extreme temperatures, exposure, poisonous plants, and unknown horrors that dwell in the dark of the night and underground. Players that don't wear ample clothing in cold biomes risk frostbite and hypothermia, and players who don't keep hydrated and wear headgear in hot climates risk dehydration, hallucinations, or worse. Mobs that come out at night are much MUCH more challenging than normal mobs.

Terraria Elements:
As the town increases in size, new shops and NPC's show up, each with rare and unique items only obtainable through them. NPC's ranging from gunsmiths to alchemists to magicians will appear in the towns, selling anything from hand grenades to flying potions. Special pets, weapons, tools, armor, potions, and utility items will be obtainable both through NPC shops, but also by digging for treasure, fishing up treasure chests, or exploring deep underground. There are events like Terraria's blood moon and solar eclipse evasions, and mobs are much more frightful than normal.

Animal Crossing Elements: Special events occur if the right conditions are met. NPC's, contests, and other events may occur during holidays or other important dates. You can adopt a job and specialize in it, which in turn will give you advantages/disadvantages among NPC's (i.e. a gunsmith would be more friendly to a hunter or soldier than to a magician or carpenter.)

Some of the proposed changes:

  • Players work with instead of against each other. (I'm sorry but I'm just soooo done with all the pvp competition crap.)
  • Players work toward the long-term goal of building and protecting their town from monsters, storms, and other hazards.
  • Each player has a different job or "class", like doctor, scientist, carpenter, chef, etc. that all have their own perks. i.e. wood placed by carpenters is more durable.
  • As the towns become bigger and more complex, different NPC's arrive that all sell various specialty items. i.e. a gunsmith who sells firearms
  • There's special events on holidays like in Animal Crossing. You might get a special tool or potion in the mail or a special NPC may appear in every town.
  • There's a shrine where players sacrifice materials like diamonds, stone, gold, leather, etc. and once enough of something has been given away, the entire town gets some sort of benefit. i.e. after 20,000 gold ingots have been given, all players have their maxhealth increased to 12 hearts instead of 10.
  • At night, incredibly strong monsters come out. Survivability is very low, even with decent armor and weapons. The only place that's relatively safe is the town.
  • There will be a small chance every night of a monster siege on your town. Monsters gain the ability to break blocks, open doors, activate redstone, and more.
  • Some monsters will spawn during the day as well, like spiders, silverfish, and even giants.
  • Zombies will be faster, skeletons will shoot farther, spiders will slow you with webs, and creepers have a small chance to spawn charged.
  • Storms will sometimes be severe enough to cause block damage, so choose your carpenter and stonecutter wisely.
  • Some monsters will only be killable by special turrets your town can build or by certain items. i.e. chainmail mobs take no damage from arrows.
  • Mobs become more difficult underground and have a greater variety. Undead miners, mushroom zombies, ore-monsters, etc.
  • Mining at certain elevations gives a very small chance of unearthing relics, fossils, etc. i.e. digging stone at Y:10 gives a .0001% chance of finding an ancient axe.
  • Buried treasure and items can surface rarely after a storm. Anything from sticks to a bone to a zombie head.
  • Fishing has an even greater variety. Chances to reel in a squid, a zombie, a treasure chest, or to get pulled into the water by a large fish.
  • Items that are otherwise unobtainable (knockback V sword, efficiency X pick, etc.) can be found by the methods listed above.
 

SGTkuzey

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  • Players work with instead of against each other. (I'm sorry but I'm just soooo done with all the pvp competition crap.)
  • On such a popular server, there will be griefers&etc.
 
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ItsYaBoyJavid

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Tacos, Do you have to download mods for this? or will you be able to play without mods? like a normal MC server and still do all of these things? If so that would be awesome and this idea is EPIC
 

Blooberry

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That Place In Space
WMx5PiN.gif
 

ItsYaBoyJavid

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This can all be done with plugins. If I really wanted to, I could make about 80% of it with custom spawners and command blocks (though it'd be buggy as heck)
Oh my, :D cool because my computer isn't UBER strong so that's why i asked so. Thanks so that means i can play without freezing and lagging like crazy cool!
 

Trickmaster

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May 23, 2014
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Please please add something like a /votekick [player name] command. It should be majority of the players online, because the griefers will NEVER outnumber the actual players. This would hopefully help with griefers/trolls who...you know just are terrible x.x
 

Tacosbefriends

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The main town would likely be worldguarded and made by the builders. It'd get bigger as stuff is given to the town shrine.
Please please add something like a /votekick [player name] command. It should be majority of the players online, because the griefers will NEVER outnumber the actual players. This would hopefully help with griefers/trolls who...you know just are terrible x.x
 
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Trickmaster

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Omfg....my browser has crashed on me, TWICE and I've lost over 20 minutes of typing each on this accursed iPad..ugh. This is gonna be short so it doesnt crash AGAIN. Tell me if I need to explain any of these.
  • Allow individuals to start their own towns, but they need 8 people to do an invite command before it is actually created. INDIVIDUALS CANNOT START 1 PERSON TOWNS.
  • Make 2 towns: small private ones for individuals and friends, like Skyblock and a massive, large community one for everyone.
  • It would be amazing if these towns could interact. ^^
  • Reset the community town every 2 weeks so it doesnt make the world overused like factions.
  • Allow creative building outside the town, risky but so there are indefinite options and it isnt dead like Houses. Players can only touch their one blocks, not other players,
 

Tacosbefriends

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There's the main town, player towns, and "towns". Player and Main Towns are pre-built and grow bigger in tiers as shrine offerings are met.

Main Town has many NPC's, traders, etc. Unique event NPC's will appear only in the main town. The Main Town shrine offering gives things to the entire server, like higher health, more frequent NPC visits, or random items for the entire server.

Player Towns have no NPC's except certain event NPC's. Player Town shrines are more controllable in their benefits and only give benefits to the town.

"Towns" are just places where people build stuff. You can protect your town from grief, but no shrine or NPC's will be present.
 

Sophie

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Sounds a lot like animal crossing, which by the way is a very laid-back game, so no pvp or raids and destroyed towns pls :c
 

Tacosbefriends

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I had a few ideas based off of Terraria's set bonus for wearing armor from all one set. Each armor set has a weapon linked to the set that can be obtained from adventuring, trading, contests, or fighting a difficult boss battle. Each weapon has 1 trait by itself, but if the player is wearing the corresponding armor set, using the weapon grants another trait as well as a skill that can be used by the player.

Weapons:

Frigid Gale: Axe
6 Base Damage, linked to Tundra Armor
Trait: Applies slowness I to target for 2 seconds
Armor Trait: Applies slowness II and weakness II to target for 4 seconds
Armor Skill: Right-clicking forms a temporary ice wall in front of you.

Pestilence Blade: Sword
6 Base Damage, linked to Plague Armor
Trait: Applies poison I to target for 2 seconds
Armor Trait: Applies 2 of the following for 2 seconds: Poison II, Wither I, Slowness I, Weakness I, Hunger III, Blindness I, Nausea I
Armor Skill: Right-clicking summons 2-5 splash potions around you, all with the effects listed above

Eruption: Bow
Base Arrow Damage, linked to Magma Armor
Trait: Shoots blocks of fire instead of arrows
Armor Trait: Grants you the ability to shoot fire balls, ghast balls, or blocks of fire
Armor Skill: Right-clicking will switch the projectile being fired

Direfire: Sword
4 Base Damage, linked to Lava Titan Armor
Trait: If target is on fire, damage is doubled
Armor Trait: If target is on fire, damage is quadrupled and target is knocked back powerfully
Armor Skill: Right-clicking will summon flames in a radius around player

Gleaming Wand: Stick
1 Base Damage, linked to White Mage Armor
Trait: If target is a player, target will be healed for Base Damage value instead of hurt
Armor Trait: Base Damage increases to 2.5
Armor Skill: Right-clicking will shoot an Instant Health I potion. Costs 1 redstone.

Infernal Staff: Blaze Rod
1 Base Damage, linked to Pyromancer Armor
Trait: Fire Aspect I
Armor Trait: Left-clicking will shoot a fire ball.
Armor Skill: Right-clicking summons a random Pyromancer familiar.

Lich Staff: Bone
1 Base Damage, linked to Necromancer and Plague Armor
Trait: Applies wither I to target for 4 seconds
Armor Trait: Applies wither II to target for 4 seconds
Armor Skill: If user is wearing Plague Armor, right-clicking will shoot a Poison I (00:10) potion. Costs 1 redstone.
Armor Skill: If user is wearing Necromancer Armor, right-clicking summons a random Necromancer familiar.

Armors and familars listed in the next post.
 
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SGTkuzey

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Oct 20, 2013
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I had a few ideas based off of Terraria's set bonus for wearing armor from all one set. Each armor set has a weapon linked to the set that can be obtained from adventuring, trading, contests, or fighting a difficult boss battle. Each weapon has 1 trait by itself, but if the player is wearing the corresponding armor set, using the weapon grants another trait as well as a skill that can be used by the player.

Weapons:

Frigid Gale: Axe
6 Base Damage, linked to Tundra Armor
Trait: Applies slowness I to target for 2 seconds
Armor Trait: Applies slowness II and weakness II to target for 4 seconds
Armor Skill: Right-clicking forms a temporary ice wall in front of you.

Pestilence Blade: Sword
6 Base Damage, linked to Plague Armor
Trait: Applies poison I to target for 2 seconds
Armor Trait: Applies 2 of the following for 2 seconds: Poison II, Wither I, Slowness I, Weakness I, Hunger III, Blindness I, Nausea I
Armor Skill: Right-clicking summons 2-5 splash potions around you, all with the effects listed above

Eruption: Bow
Base Arrow Damage, linked to Magma Armor
Trait: Shoots blocks of fire instead of arrows
Armor Trait: Grants you the ability to shoot fire balls, ghast balls, or blocks of fire
Armor Skill: Right-clicking will switch the projectile being fired

Direfire: Sword
4 Base Damage, linked to Lava Titan Armor
Trait: If target is on fire, damage is doubled
Armor Trait: If target is on fire, damage is quadrupled and target is knocked back powerfully
Armor Skill: Right-clicking will summon flames in a radius around player

Gleaming Wand: Stick
1 Base Damage, linked to White Mage Armor
Trait: If target is a player, target will be healed for Base Damage value instead of hurt
Armor Trait: Base Damage increases to 2.5
Armor Skill: Right-clicking will shoot an Instant Health I potion. Costs 1 redstone.

Infernal Staff: Blaze Rod
1 Base Damage, linked to Pyromancer Armor
Trait: Fire Aspect I
Armor Trait: Left-clicking will shoot a fire ball.
Armor Skill: Right-clicking summons a random Pyromancer familiar.

Lich Staff: Bone
1 Base Damage, linked to Necromancer and Plague Armor
Trait: Applies wither I to target for 4 seconds
Armor Trait: Applies wither II to target for 4 seconds
Armor Skill: If user is wearing Plague Armor, right-clicking will shoot a Poison I (00:10) potion. Costs 1 redstone.
Armor Skill: If user is wearing Necromancer Armor, right-clicking summons a random Necromancer familiar.

Armors and familars listed in the next post.
Getting the feeling that you basically want terraria in minecraft
 
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