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    posted a message on HELP WITH SINGLE PLAYER COMMANDS
    The thing is, I think the item command only works for the item ID, meaning that, long story short, you can't. There's no way to set the damage value.

    However, what you can do to get the colored wools is spawn the source of the dye (you can spawn black directly) and craft it into the dye in question, or for mixed dies, well, mix them. Then, using infiniteitems or refill, you can max out your supply of all the dyes. It's a tad annoying, but I don't think it's possible to spawn the odd items any other way.

    (I haven't actually tried in the newest version yet, so I don't actually know if my knowledge is outdated)

    Red: item 38 (red flower)
    Yellow: item 37 (yellow flower)
    Green: item 81 (cactus), furnace
    Black: item 351 (ink sac) (The ink sac can only be spawned directly because it's the damage value 0 for 351, which represents all the dyes)
    Blue: item 22 (lapis lazuli block)
    White: item 352 (bone)

    The rest can be made by mixing dyes.

    Remember that with refill or infinite items, you only have to make one of each color of wool, which makes things easier for you.
    Posted in: Mods Discussion
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    posted a message on Achivements that increase skill!
    I would like to add on to my previous post with a few additional notes on my opinion.

    One: I'm not entirely opposed to the idea of achievements giving a reward. Hell, if it's implemented rightly, I don't even mind gameplay advantages from achievements. HOWEVER, I don't think Minecraft is the right type of game to have any intrinsic boosts (except maybe a "heart container"-type item like some golden apple suggestions out there) like this. I personally would prefer, both in Minecraft and in any game that has achievements for the sake of achievements, a more superficial* reward, such as cosmetic awards (paintings, capes, skins, texture packs, music) and official mods (read: unlockable game modes). You don't really see that many games where you get a non-gameplay reward for going above and beyond the "normal" game, which is a shame once you get to the point where, especially in RPGs, you're doing stuff to get rewards that you won't need if you're skilled enough to earn them.

    Two: Gameplay advantages from achievements is actually a fairly decent system for a non-RPG with RPG elements, since it has a hard limit, grinding only exists if there are achievements that are able to be "ground" (though you could specifically try to get the achievements instead of "playing the game normally", whatever that would be for you), and if the achievement system is creative, it encourages the player to do creative things. I mainly don't approve of the system in Minecraft particularly because of my previously stated reasons: Minecraft already has item-based progression, and the game isn't 'long' enough to require more character progression to keep up with the difficulty.

    Three: The idea of levels, skills, stats, upgrades, etc. has such a stigma among Minecraft players that a good number of them would probably say it sucked without even trying it. I'm not saying that a majority of players, or even a majority of players who dislike the idea of a stat system in Minecraft, would prejudge it like this (although some may try it, but be biased against it, and thus inadvertently prejudge it), but I think there'd be enough of a vocal minority that would to make it seem like an unpopular change immediately.

    Summary: I like the concept, but I don't think it or any of its sister suggestions involving stats and the like would fit in with Minecraft as it is.
    Posted in: Achievements & Stats
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    posted a message on Achivements that increase skill!
    I am personally against any "intrinsic" form of character improvement in Minecraft, simply because it already has a perfectly valid form of improving your power over the game in the form of increasingly potent items as you dig deeper, fight more, craft more, etc.

    Think of it in terms of, let's say, one of the Megaman RPGs (my personal mind's eye sees Battle Network and Legends). Those games didn't have level or skill systems. You had to get items to improve your survivability, and gain new weapons or upgrade your existing ones in order to increase your potency.

    Notice most people still call those RPGs.



    Oh, by the way, to everyone who was referring to "RPG" as "A game in which you play the role of a character"... No, that is incorrect, and I honestly have no idea why you would think a meaning that vague could be any help at all, to the point where I wonder if you were being deliberately misleading.

    Most of us assume that by "RPG" you mean a game in which your character(s) very significantly improve his/her/their abilities over the course of the game (to the point where the character's abilities matter just as much as, or more than, the player's own skill), usually through experience levels, and in which usually story plays a big role, and "RPG elements" mean "Elements in a game that allow the player character to significantly increase their power or abilities outside of natural story progression".

    The absolutely objective term (if there is one, which there probably isn't) is probably much more exclusive than that, but there you go.


    Minecraft is not an RPG (note the missing story aspect, plus the importance of the player's own dexterity, observation, and quick wits). It does have RPG elements.

    That is my opinion, and I would bet a fair amount that it is pretty close to the popular opinion as well.

    Thank you for your time.
    Posted in: Achievements & Stats
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    posted a message on Bad Ideas
    A quantum mechanic mob. When it hits you, it deals a tiny amount of damage (half-heart to a heart, depending on difficulty), but more importantly, it teleports you. To a random location. Anywhere in the potential area of the map (which is theoretically eight times as expansive as the surface of the earth).

    Have fun!
    Posted in: Forum Games
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    posted a message on Another approache to bread
    Considering your idea, it might have been wise to search 'dough' and 'flour' as well.

    Your meaning could be illustrated better with some basic visuals. Like, for example, when you said "like the flint & steel", you could replace that with smilies representing the crafting recipe:

    :////: [] :////:
    [] :////: [] = Flour
    [] [] []

    I think your idea is pretty good. It paves the way for even more complex food items, like pizza. It kind of blurs the line between farmed food (bread) and hunted food (everything else) in that bread can be carried as wheat (63 units of wheat makes 21 units of bread, and it can be held in a single stack!) and assembled using only a workbench, whereas this new type of bread, while it can still be held at high capacity (63 flour, 21 high-quality bread), has the added disadvantage that it needs a workbench, bucket of water, furnace, and some kind of fuel to create (unless it could be stacked as uncooked dough, but I'd assume that the dough could be eaten as a slightly-better or slightly-worse version of bread). However, it has its merits, and I would be perfectly fine with this getting into the game.
    Posted in: Suggestions
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    posted a message on Solar Panels
    Quote from Si1entSniper »
    Cool idea, but then wouldn't someone screw the system by putting a torch next to it?

    Someone can screw up almost ANY redstone system just by removing a single piece of wire.

    I honestly don't understand why a solar panel (or any light-sensitive object, for that matter) would not "fit in" any less than redstone "fits in" with the standard game. Please elaborate on why solar panels do not meet the strict code of laws that regulates whether a feature "fits in" in Minecraft, the game of skeletons, mining, explosive creepers, hell, farming, squids, and, of course, logic circuits.

    Oh yeah, and in case you didn't guess, I'm in favor of solar panels.
    Posted in: Suggestions
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    posted a message on Bad Ideas
    Quote from Turtley »
    Pink Ponies that drop gumdrops,what a useless mob, it is just stupid(no offense)

    Well, this thread is actually for bad suggestions, but... I guess, bad jokes work too...

    Since I have a compulsion to cover all my bases (and some people are really sensitive on the internet), I'll also say this in a more constructive way: Meh. That joke wasn't really all that funny to me.
    Posted in: Forum Games
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    posted a message on Bad Ideas
    On that subject, lava should melt stone, since, well, it IS melted stone.
    Posted in: Forum Games
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    posted a message on Bad Ideas
    Lava has realistic convection. Simply going within twenty meters of lava will set you on fire, and you'll take more and more damage the closer you get.

    Also, this applies to the Nether too.
    Posted in: Forum Games
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    posted a message on Why is this game so scary?
    Actually, I think the reason the game is so frightening is because it's so serene and calm until WHOOPS! PITFALL! You broke every bone block in your body!

    There's almost no sound in the game, and the occasional creepy "ambience" noises don't really help. The atmosphere of the game doesn't make you feel like there's any danger coming up, so it's especially jarring when... hissss... BOOM! Hey, can someone pass me my arm?

    Also, there's some rare, valuable items out there that you might find only a few of after a few hours of gameplay. Combine that with the fact that dying means losing all your items (and in some cases, you can even forget about trying to recover them, such as in lava pools or really mazey cave systems), and dying presents a very real consequence to you, one that could set you back hours of your li-- OH GOD NOT THE LAVA-- NOOOO! My full set of diamond tools and armor!

    So, yeah. Minecraft is kind of like walking into a high-class auction with top security and a solid reputation only to find out that everyone else in the room is a mugger. Who explodes.
    Posted in: Survival Mode
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    posted a message on Oh no D: help!
    Hm... I would try removing the folder, generating a world in the same slot, then replacing the newly-generated folder with your old world, to see if the game just "forgot" you had a world there and isn't bothering to check (I'm not sure how the game checks for worlds, so this probably sounds completely idiotic to someone who does know).

    If that doesn't work, I guess after that I'd try making a back-up of the world you want to get back into, putting one of the copies in, and then trying to generate that slot to see if the game tries to load the folder and just uses the chunks and data that are already loaded.

    If that STILL didn't work, I'd take the newly generated world, and I'd copy all the CHUNKS ONLY (not the level.dat or other stuff) from my back-up of the non-functioning world into the newly-generated world. You probably won't get whatever was in your inventory back, though, and there might be other side-effects.

    If that didn't give satisfactory results, you'll probably have to reload your older backup. Sorry.
    Posted in: Survival Mode
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    posted a message on Oh no D: help!
    Make a back-up of your current world if you want to try anything risky, of course. Other than that, I don't see how it could hurt.
    Posted in: Survival Mode
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    posted a message on Oh no D: help!
    Do you have level.dat_old or session.lock? I don't know if those are crucial, but I have them in my world folders and if they're missing from yours, but existent in your backups, that may be the problem.

    Basically, look for any difference other than the actual chunks between the world in your saves folder and your backup.
    Posted in: Survival Mode
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    posted a message on Oh no D: help!
    Is level.dat in the World2 folder?
    Posted in: Survival Mode
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    posted a message on How can I last longer?
    Ladders work, if you have a wall nearby. Also, torches can be used although they'll drop immediately, so you can't make permanent air pockets with them.
    Posted in: Survival Mode
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