I was building a fireplace in a building the other day. I covered it with bricks, but even then the building still caught on fire somehow.
I think you should be able to right click a block with wax and it would make it fireproof.
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Aug 28, 2013What if I (theoretically) have a server with 100+ players daily? The game would have to make new worlds for each unique player, and each new world makes more and more lag, leading up to the point of the server being closed due to the server being lagfest.Posted in: Suggestions
Aug 26, 2012Avadonia posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)This might make me mine a lot more rather then spawning it in or trading with people in Severs.Posted in: Suggestions
Aug 11, 2012Hello, my friend is making a Herobrine video and we need more actors, because another actor has gone offline.Posted in: Other Help
We will give you the I.P. personally.
Not only is it Herobrine, but it has a twist. (If you eat his cake, you get murdered basicly)
We need someone to play as a MINER.
Age:(Must be 16 or older)
Are you easy to work with?:
Aug 2, 2012Avadonia posted a message on Minecraft 1.3.1 Server Creative Redstone Bukkit Minecraft 1.3.1 Server Minecraft 1.3.1Posted in: PC ServersQuote from Blokra
We have 1.3.1 bukkit since like 5 hours ago, just need to know the right people ^^.
And yes the server is creative now, using /i and /give
No we ain't giving creative mode, because of the grieving potential.
167 people online btw.
Creative Servers use Creative mode you idiot.
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Aug 26, 2012SegFaulter posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)Hello all, I have begun to notice that ore generation seems bland. There are no regions rich in ores, and everything is random. I have an idea for an overhaul that would make finding large ore veins more ''fun'' and realistic, please take some of your time to read on.Posted in: Suggestions
This is the idea: ores that generate currently seem kinda bland. Using nodus XRay, you can see ores everywhere, in all directions (except up), all placed at random. My idea is where that ores generate more in certain regions where other ores are scarce, and other regions not rich in any ores have some of all ores in small veins here and there.
Here are some slices that I made representing ore generation currently and with my idea. Note that the ores are all more common than normal, to show the idea better in a smaller space. Not all ores are shown here, and the calculations may not be 100% correct, I did this with the RealWorld cursor editor in about 45 minutes (per image - you'll never believe how hard it was to make it appear right and seamless)
First slice, normal generation. All ores are randomly placed, and the chances of finding an ore-rich region is not likely:
As you can see, the placement of ores is completely random. You can find some gold here and there, and there's large coal veins throughout the slice.
Second slice - what my idea of ore generation would generate (note that this is only a sample showing 2 ore-rich regions):
(image for example purposes only. Ores concentrated to higher density, so that one can see the differences, as it would take too long to make a bigger slice)
As you can see, in the bottom-left corner, there's a lot of gold, but there's still space between veins. In the top-right corner, there are coal veins. But, ore generation in the rest of the area uses the same generation method as now, only slightly smaller densities.
Also, ore-rich areas would be large with a medium density, rather than small with a high density or small with a small density, for balance reasons (idea by Delbareth).
This would result in dense regions ("Lodes") surrounded with relatively empty space. This would remove the grinding aspects from mining, and make mining fun again. After a lode of a certain ore is discovered, the player can go there to get the ore they need, instead of strip-mining for hours when only one specific resource is required. It would be more interesting to spend time searching for a lode of ore and profiting from it, than strip-mining the world and ruining the landscape. This would also help for servers - people who find ore can sell the ore (or the area where it is found) for lots of profit.
Many people who have replied here have stated that they like the idea of ore-rich regions instead of the boring ol' clump-ore generator. Quotes from some supporters:
This would serve a pretty interesting purpose. Instead of just going "Walp, I'm going to dig and find some here and there." you would go "Hmm, there's been a slightly larger amount of iron around here. Maybe I should branch out from here, and see if this land is iron rich.
Nice idea. This makes mining both more realistic and fun. I definitely support this.
I like this idea. The essentially completely random nature of ore generation isn't really very interesting. The closest you can come to 'striking' any mineral is happening to find a deposit of 6 Diamond.
It would be nice if there could be a little more strategy to mining than going to a certain depth and flailing about until you accidentally find whatever you were looking for; perhaps varied rates per biome (i.e. Emeralds and Extreme Hills).
Cmon people, this idea seems nice, add a comment so more people can see this!
i always wanted a gold mine
Yes, not more ores but rich veins would add excitement. Who wouldn't be wowed by finding a pocket of 17 diamonds or 26 iron. This might be extremely rare, but still.
I like this Idea. This is a nice Idea
Good suggestion i really want this to happen
All in favor, say Aye! (or something like that)
Sep 15, 2013Minecarts are plain gray metal, as a minecart should be. But minecarts aren't just used for mining. They're also trains and rollercoasters and so much more. So why should they be limited to boring old gray?Posted in: Suggestions
I suggest allowing players to paint minecarts, using dyes, with the exact same system as dyeing leather armor. That means you'd be able to combine dyes in millions of different combinations, for 12,326,391 possible colors! Like leather armor, minecarts are entities, so I see no technical reason why dyeing them shouldn't be possible.
Imagine how awesome it would be to have a spiffy red cars in your train system, or a psychadelic rollercoaster with minecarts in a rainbow pattern.
Colored minecarts would function exactly like regular minecarts, and could be combined with furnaces/hoppers/TNT/etc. Their only difference is their appearance.
And if you ever want to wipe a minecart's color, you'd be able to use cauldrons to clean the paint off and restore it to classic gray.
Jul 24, 2013OverviewPosted in: Suggestions
Imagine this, your Minecraftian family has recently settled in the Nopiglandian Forest, years and years of pig hunting have left the land scarce of pigs, the nearby villages only resource of food. The shortage of food has caused death, sadness, and the lingering smell of what once was pigs roasting on an open fire. The villagers know they are to blame, yet worship the Pork God and ask for forgiveness and for the pigs to come back. But they will not come back, because they are extinct. This land will forever be desolate of pigs, because you have been irresponsible and have unbalanced the ecosystem.
I believe a great way to improve Minecraft, and add a more challenging way of survival, would be an ecosystem. It would go something like this; The Wolf population hunts Zombies and keeps them under control, whilst the population of Spiders are the natural predator of Wolves. If you kill off too many Spiders, the Wolf population will become to large, causing the Zombie population to drop. But the Zombies eat Creepers during feeding hour, which lowers the number of Creepers you deal with during the day. See what I'm getting at? The number of animals dictates the numbers that spawn/de-spawn. If there's only two pigs left, than those pigs will de-spawn quicker, and spawn slower, and unless you breed pigs, you won't have anymore left.
So that's my idea!
Questions? Comments? Concerns? Love Notes? Death Threats?
All are appreciated!
Jun 6, 2012Alkein posted a message on Better NPCs - Bringing more life to the land-squidwards!UPDATE MAY 31 2013: It has been a very long time since i last revisted this post, and everynow and then I receive emails about a new post, for the time being i think that this post i have here covers enough that i dont need to add anything to it, but it i see an amazing comment pop up in my emails i will most likely come back and add it.Posted in: Suggestions
The villagers in minecraft have a very boring life, they sit around waiting for someone who may or may not exist to come and trade with them, ignoring all the other npc's in the world. What if they could do war on eachother and their jobs actually meant something? Read more to find out!
If anyone wants to make a mod out of this, let me know.
UPDATE - (this was taken from the Wiki)
Improved villages and villagers to make them more self-aware
- You can now restore a desolate village or create a completely new village
- Villagers can now like and dislike you
- Villagers who dislike you will refuse to trade
- Villagers will dislike you more for killing their friends or allowing them to die
- Depending on how much villagers like you, they will start to offer you better trades
- Trades may be made permanent again or last shorter/longer
Just remember, Not everything here needs to be implemented if anything does. So stop whining about it being too complicated.
Table of Contents:
1. NPC Interface
2. NPC hunger and health
8. Villages and Castles
11. Abandoned Villages
12. Families and names
13. Repopulating abandoned villages
17. Morale/Military Strength
18. Village Spawning System
19. Races + Religions
20. New Items
(The following two items are 2 other peoples suggestions, used with permission)
22. Village Generation Fixes
Thanks to CardboardPixel for making picture of the interface.
Starting from top left to bottom right, you have NPC health in the top left. Then NPC faction. Then Hunger. Then gifting box. Then NPC name. Reputation bar, Chat, NPC emotion (face), Usual trading interface, inventory.
When you click on an NPC's name you will be able to see a list of his family and what their jobs are. it will also say what job the NPC you are talking to has and his family reputation with you.
The leader/king, commander and any NPC with a job would have a special additional interface.
When you click on the faction name for the leader, he brings up a list of EVERYONE in his town, and what jobs they have. and the town reputation bar. Clicking on the faction name for any other villager wont bring anything up.
When you click on the Commanders faction name button you will see an interface showing the Military strength of his faction and the faction they are at war with (if any), the Supplies for both factions, and the reputation for both villages. You also see the morale of his army and the enemies.
Any NPC with a job will bring up a little statistics page when you click on his faction name button.
Lets use miner as an example:
Name - Steve Doppleganger
Job - Miner
Stone mined - 325
Coal mined - 114
Iron mined - 95
Gold mined - 12
Redstone mined - 23
Lapis mined - 4
Diamond mined - 3
The interface could also look like this:
THANKS TO Brinjal66 FOR THIS SECOND PICTURE!
Check out his thread including this here: http://www.minecraft...ew-trading-gui/
NPC Hunger and Health:
NPC's will now show you their health in the NPC interface. They will also have hunger and will need to eat like a normal player, but not near as often. When the NPC is hurt he may have to go to the priest if he cant find food. When an NPC is hungry they will pay more for food, but when they are full they will pay less for food.
NPC's will have emotions. Most NPC's will be happy, indifferent or worried based on the current status of any ongoing war, all NPC's will be happy if there is no war. Their will be Gains and Penalties that you earn based on you actions towards an NPC, Positive actions give you gains, Negative actions give you Penalties
The emotions will be:
Happy, Gain = 10% increase in rep gain, 10% better prices, half bonuses for family members
Angry, Penalty = 10% decrease in rep, 10% lower rep gain, No trading, half penalties for family members
Worried, Penalty = Runs away from player
Sad, Gain = 10% increase in rep gain from gifting, Penalty = No trading, (gifting enough breaks the penalty)
Indifferent, No gains or penalties
Disappointed, Gain = 10% increase in rep gain from trading Penalty = No gifting, rep gain is 5% slower
The action triggers for emotions would be:
Killing an NPC, family or town member
Just having a certain amount of rep
Fighting for a faction
Donating to any job chest or the town stockpile in the town hall
When you hover over the emotion face on the interface it will show the emotion, the reasons for why (can be multiple) and the gains and penalties you have with that person.
Most emotions will work in stages, going from angry to sad or something of the sort, depending on the reasons. Say you were to kill a random NPC in the village, his family members would get mad, most other villagers would be worried, and the leader would be disapointed. after a certain amount of time ingame the family members would become sad (no longer attack you on sight) the other villagers would become indifferent along with the leader.
When you talk to an NPC you will see your reputation with them based on stuff you did around town or by helping them or their family. When you increase the reputation of a villager in a family, his family rep increases by a percentage based on how many family members there are. When you get a villagers rep to full the town rep increases by a percentage based on how many town members there are. But when you get a family to max you gain an extra bit of rep with the town. Killing villagers brings your rep down, and the entire family will hate you, going to 0 rep. You will start off with having 10 rep for every villager. unless you are in very good standing with the faction they are at war with, then you will start with 5 rep or even 0.
This is the cool part and fits in with trading quite nicely. When you help an NPC by, gifting him items (full rep gain), Trade him items (3/4 rep gain) or help his village (1/4 rep gain) you will gain rep. The rep you earn will help you gain power among a village. Maxing your reputation with each citizen helps alot for increasing your Village rep.
Here is a simple example:
Action | NPC rep gain | Village Rep Gain
Gifting items to an NPC | Full | 1/4
Trading with an NPC | 3/4 | 1/2
Donate items to Village chest | 1/4 | Full
Going to war with enemy faction | 1/2 | Full
You would be able to trade just like normal except for a completely new UI (see above) and the ability to Gift items. When you gift the item you put it in the gift box and click on the Give button. this will increase reputation. The npc will eat food and use tools and armor. The NPC also might just donate it to their community chest.
Factions would have their names stored in a .txt file so you can add to it.
Factions would go to war against each other and would control multiple villages across the land. The villages would get mad at eachother based on things like:
You control too much land
You are too strong of a threat and must be eliminated before you grow stronger
You have been stealing from our village
You have stuff we want
Your village would look better if i was ruling it
Alot of those options leave it open for randomization.
NPC's Now elect a leader or a King for their village or castle. The leader is in charge of all of his people, if you kill them they will get worried. But if you have 100 rep with all his villagers you become his advisor. This means you will get special dialouge when he talks to you, And you can give him advice on what to do next, you can suggest to attack a village, build more houses (up to a max), collect more supplies or arm your men.
Every suggestion you make will reduce your rep with him by 5 meaning you have to give him gifts to make him happy again.
A new king or leader will be chosen when the old one dies after 3 minecraft days.
Villages taken over by a leader or king will never receive their own king unless the player asks to be the king and if loved by the town he fought for. The king will always stay at his own castle, any other village he take will only be able to build wooden walls, not cobblestone reinforcements.
Villages, Castles and Capitals:
The npc's are striving to rule the world, they will not build new cities, they will just upgrade their own. All villages will start out rather small having at least 1 well, 1 blacksmith, 1 church, 1 watchtower, 1 town hall, 1 barracks, 2 houses and 1 farm. They will usually spawn on flat areas but not just in the grasslands, forests will have trees cleared out for the village, the village wont be so close to water that its being flooded, or halfway into a hill.
Eventually when the lumberjacks have harvested enough wood the builders will build a wooden wall around the village. Then later on when the miners have collected enough cobblestone, they will reinforce the walls and put a cobble stone layer on the outside. The only buildings that will have buildings built outside that wall will be a capital city.
A capital city is where the king or leader of a faction lives, the faction will not make anymore capital cities unless an abandoned city is captured and the NPC's start a new faction there. the City names will be stored in a .txt file that can be edited.
Currency would be alot like it is in 1.3 but based on the stages of the city growth it would work like this:
Normal village: Gold nuggets used as currency.
Village with wooden walls: Lapis used as currency
Village with cobblestone reinforcements on walls: Emeralds as currency
It would be balanced so that if you were to buy alot of supplies at a normal village and then go to a castle and sell them, you would make no profit and would not benfit, because supplies would be less in the small villages, meaning higher prices. Which leads into this:
The cost of items would increase or decrease based on the amount of items in the town chest, For an example lets use wheat.
Wheat base price: 5 gold nuggats for 5 wheat
Wheat price when 64 stack in town chest: 1 gold
Wheat price when 10 or less in town chest: 15 gold
Wheat base price in a second stage (wooden wall) village would be: 1 Lapis for 10 wheat.
Wheat base price in a third stage (reinforced wall) village would be: 1 emerald for 20 wheat.
This would make it a viable option to buy items cheap, and sell them later for more!
To make it a little more interesting, traders may run between discovered villages that dont hate eachother, if you see one in the middle of nowhere you could follow him to a village or kill him for some random loot.
When you kill too many people or break too much stuff the whole village will turn hostile.
I know it isn't really an original idea, but i think i can make it unique this time.
Sure you will be able to find empty villages and loot them, but now with the new NPC mechanics that would be added, you will be able to turn a thriving castle into a ghost town. There would be requirements for how you force a group of NPCs to abandon their village. Here are some i thought up:
Destroy 20+ Blocks in the wooden walls around the village (only if upgraded)
Destroy 5+ Blocks in every building
Kill a minimum of 5 villagers (for small town) or 10 villagers (large town)
Kill the leader (counts as a villager)
Stomp out 4 farm-ground at every garden
Take 10 Wheat from every garden
Take at least 1 item from the blacksmiths chest
Kill every single villager.
Kill King - Civilians run in fear and some leave town until they join another village
Destroy 50 blocks from the outer wall
Destroy 10 blocks from every house
Kill a minimum of 15 villagers
Kill a minimum of 2 iron golems
Steal 3 items from blacksmiths chest
Kill every villager AND every single golem
All other village requirements apply to this.
The same requirements here apply to other NPC's villages fighting eachother, They will try to accomplish these goals.
You would also be able to retake a village. This can be done by advising your castles king to increase the size of his kingdom. He will send villagers to fix the damage and repopulate. There will be no leader in villages taken over by Kings. You will have to find the village that the king lives in to do this.
The best method to take over a castle/village is to place some tnt near some buildings and near the walls, then you kill the leader, set off the tnt and kill anything left fighting, many villagers will get scared and run away if so much gets destroyed so fast, especially when their leader dies.
Families and names:
I thought this would fit in nicely with the reputation system, so i added this in too.
Since NPCs have names, they can also have a last name, which decides which other NPC's are in their family. If you do good things for 1 family member the rest will get a small rep bonus compared to the one you helped.
Families may spread to other cities or a city may be entirely made up of one huge family.
When you terrify villagers away by pillaging their village the family may start again in another village
The last name would be chosen for babies by whichever family is bigger (since there isn't really any females)
Faction, NPC, Village and family names (last names) Will all be stored in different .txt files so the player can edit them as they wish.
Repopulation for abandoned viillages:
When you want to repopulate villages, you could buy a villager egg from the leader of the village after getting 100 village rep. When you place 2 villagers into a new village, it will be a 10% chance that they decide to make it their own and elect their own leader (1 of the 2) and start you off with 100 village rep for that village, but with a 90% chance they will stay true to their leader.
The rules for this is:
The village/castle must not be inhabited
It must have 2 fully restored inhabitable buildings
There must be 2 villagers placed in the village
The villagers will repair the rest
There obviously is going to be jobs for this village. Not all villages will have all the jobs, most likely only capital cities will.
Here is what i came up with:
Smith: Makes armor and weapons
Fletcher: Works with the smith, makes bows.
Builder: Uses wood and cobble from the community chest to build houses and walls
Librarian: Sells books that have a few small stories about the world. The stories would be something like: "The [Faction name here] assaulted one of [insert faction name here]'s Villages, they have been rising in power recently. Some rumors are going around that they have an army of 100 men!"
Basically just history books selecting a random faction name from a large list of faction names and using one of many predetermined stories. Just to give your village a little bit of background.
Lumberjack: Cuts down wood and puts it in the town chest
Farmer: Farms wheat and puts it in town chest, milks cows. (limit of 1 field per village)
Leader: Stays in town hall. wears an iron crown.
King: Stays in town hall. Wears a GOLD crown.
Priest: Stays in and around the church, Heals hurt villagers (may use a new item, Holy water)
Alchemist: 1 per town, mixes potions with ingredients you put into its chest
Hunter: Kills animals for food.
Commander: Builds iron golems, Leads armies to war. (3 iron golems allowed per village, only 1 can go to war) wears a cape.
Solider: 4 sub types, Will be decided upon a child growing up. 50% chance of a child being a solider.
--------------Warriors: 40% chance a solider will be a warrior. Basic fighting mob, avoids TnT and fire, kills enemy NPC's
--------------Archer: 40% chance a solider will be an archer. Shoots from afar
--------------Demolitionist: 10% chance a solider will be a demolitionist (will run in first to destroy walls
--------------Pyromaniac: 10% chance a soldier will be a pyromaniac. Runs in and burns down houses and people during a battle.
Magician: 1% chance of a magician spawning with a village, 5% chance one will be born after a castle upgrade. A Magician will have an enchanting table in his house with bookshelves around it.
Miners: Miners will work in the towns mineshaft, it wont be large but he will bring back useful minerals and cobblestone for building and smithing.
Butcher: kills cows from the field and cooks meat, then puts in village chest. lives with farmer
Thief: Wears black and a mask, goes to other villages and steals from them, uses sneak when near another village to indicate that they cant see him. Lives in the barracks.
Villager: Normal villagers cant just be lazy slobs, they have to pull their weight, so what do they do? When there is a battle at their village they will put out fires caused by pyromaniacs, they will do this by either running to the well with a bucket of water or just trampling the fire (punching it out)
They also will defend themselves if need be, but they cant use swords.
Not all cities will have ALL the buildings, if any do it will be a capital city
Farm: A farm is a nice fenced in area that starts with 2 of each type of farmable animal. A farmer lives in a little house outside of this (1 per town)
House: This is where any NPC without an occupation lives
Town Hall: This is always in the center of town, contains the Treasury and the town storage.
Hunters post: A small hut on the edge of town when the village increases in size, to help feed the people (2 per village max) The hunter lives here
Woodsman's hut: another small hut on the side of town for lumberjacks (2 per village max) This is also where the Fletcher lives and works
Church: The priest lives here. (1 per town)
Blacksmith: This is where the smith works, (1-2 per village)
Magic Tower: This is where the rare magician lives, a very mysterious tower. (1 per town, 3 per world)
Mine shaft: Yes, and its not abandoned and has an entrance to the surface near the village, the miners live in houses outside of the entrance
Barracks:Where the soliders and commander lives, has chests in it that when armor and weapons are put it in will increase Military strength, but only if an NPC will use it. (1 max always spawns)
Alchemy center: Where the alchemist lives, contains brewing station and cauldrons outside to catch rain. Cauldrons also inside. (1 max per village)
Library: Where the librarian lives. (1 per village)
Old Bland Village:
Full explanation of what a village would look like if this was added:
Town Hall Pics:
Wizards Tower (rare):
Hunters Post/Woodsmans hut:
Mine Shaft Entrance:
Church entrance (Would look something like the guard tower, But bigger):
MORE NEW PICS!!! (august 20)
The larger villages would have pumpkin farms to explain their iron golems.
This is my idea of a large walled in village. There would be different variations, this one most likely being the biggest (this is the current world i play on)
A Different idea for a keep
A sort of Marketplace area, comes with NPC's that stay in their stalls for the day.
The different types of soliders would fight in different ways.
The archer stays back
The warrior rushes forwards
The demolitionist destroys enemy buildings and trys to avoid blowing up teamates
The pyromaniac runs in through holes in the walls and sets stuff on fire.
The commander would have a cape to set him apart, he would be in the very front or middle of the fight at all times.
Village Spawning system:
Morale would be about how easily NPC's will surrender or how "brave" they will be.
The attacking teams morale will be affected by the commander and army size
For every man in the army more than the enemy team the morale is increased by 1
if the commander dies during battle morale goes down by 10
At the start of the battle, both commanders are worth 10 morale.
For the defending team it will be affected by King/Leader, Army size and commander.
The king being alive in the castle increases the morale by 30
the commander being alive increases it by 10
every man more than the enemy increases it by 1
If the morale falls below 5 the attackers will retreat or the defenders will surrender
Surrender means that the survivors will live peacefully in the city after it has been conquered.
(prisons would just be useless having a building so NPC's can sit around and just add that much more lag)
Military strength is similar to morale, its based on the amount of weapons and armor the NPC's have and what quality
For every wooden/leather weapon/armor MS increases by 1
Every chain piece of armor increases MS by 3 (only given to NPCs if bought from a blacksmith (by player) and put in the Barracks armor chest)
For every iron weapon/armor (or bow) MS increases by 5
for every gold weapon/armor MS increases by 3
For every diamond weapon/armor MS increases by 10
Armies will only advance on the enemy if their military strength is within 20 points of the other army. This will mean more equal battles so the fights are more interesting (even 5 MS can make a difference.)
You wont be bored watching one team Decimate another. Everything will be a close call.
The villages will have a 5% chance of spawning in any biome flat enough to contain the new villages. When a village spawns it will increase the chance of another village spawning (at war) within 150-300 blocks away by 50%.
There would also be new races, and different races would have a higher chance of starting a war or having bad relations with eachother. They would also each have their own religion, for the priests
The races would be:
Humans - most likely to start a war with Nosemen, Indifferent to all non hostile actions, Religion = Notch or a very rare chance Herobrine. Villages who worship Herobrine are limited to 1 per world.
Pigmen - most likely to start a war with dwarves. Get mad if you kill pigs near them. Religion = Mud. 1% chance during the night that all villagers turn to zombie pigmen for the night. If a Villager is struck by lightning they become a zombie pigman permanently.
Nosemen - Most likely to start a war with humans. Most common village type, Religion = Nostrilism (based around Buddhism because they wear robes)
Goblins - All races are very likely to start wars with goblins, +20 to Village population cap, No religion, Just war.
Dwarves - Most likely to start a war with pigmen, Rarest Villages. Houses have basements, Find more ores, faster. Religion = The god of Feasts. (church would be a feasting hall instead of a normal church)
Powder keg - Sold by dwarfs, Expensive (5 emeralds each), blows up a larger area than TnT (3-4 times).
Golden ring - Dropped by goblins, can be turned in to any other races Leader or King for a small bit of extra Rep. (the other races all hate goblins) Can also be broken down into golden nuggets at a crafting table
Crown - Dropped by kings you killed, Can be worn and then your reputation does NOT go down when you ask the town leader to do something and the dialogue changes to more demanding stuff (instead of "You should Attack this village" it becomes (Attack this village). (which basically makes him your advisor and you the leader)
Mud - New Block, Found as the main ground block around pig villages, pig villages have dirt roads.
Cloth - Dropped from and bought by Nosemen and Humans, can be colored, used in the creation of flags, can be placed. When placed it looks like a thin piece of wool (think snow). Used for carpets and banners when building.
Flags - Can be colored, made by 3 sticks and 4 cloth. 3 sticks up the side and four cloth in the top corners. Every village has flags of a certain color placed around it.
Piggy Bank - Used to store emeralds, diamonds and gold nuggets and any other precious shiny item you want. Only bought from humans
Nose Goo - Dropped by nosemen. Combine 9 to make a slimeball.
More added Later!!!
Village Generation Fixes
Thanks to nate890 For letting me use this in my suggestion. Remember to head over to his thread and give him your support!!!
Quote from nate890
Villagers should give quests, and give items in return (like cloathing/emerald). The quests should feature basic tasks and objectives. Some tasks might include: "We need wheat to harvest. Replant our crops with Wheat.", or "Pigs are stepping on our crops. Kill 10 of them within the area of the village." Once again, these are basic examples to get the general idea flowing.
The quest log will feature 3 different randomly picked quests and you have the ability to do them if you're the level, or above the level required (just like the Enchantment Table!). You will not lose you level and experience, like the Enchantment table. Instead, when you complete the quest, you gain EXP (the EXP gain will be the same for every quest, no matter the level or objective).
The items in return will vary depending on what the level requirement for the quest you're doing is.
The quest log should be designed to be easy to use and understand, with a basic idea like such:
A picture of a quest log, given to you by a villager.
A picture of the quest log, given to you by a villager when you have a completed quest.
If you are all in for the idea and feel like supporting, go ahead, set this as your signature:
JP585 has alot of Great idea's involving villages, here a few that i like personally and would also like to be added to the game:
Changes to Village Generation
- Grass and flowers should not replace parts of a generated village.
- Road Shoring: Roads now become two thick. The lower layer becoming a block not affected by gravity. This is to prevent house doors being drastically disconnected from the road, preventing entry and exit. It also has the nice effect of building bridges over rivers and ravines.
- House Stilts: When a house is formed over air, it no longer generates a huge stone pillar. Instead, where there is liquid, air, or plants there remains empty space. At the corners of the house, as well as other logical points, stone pillars are generated. See plains village image for an example of it.
- Railing: If a road should have two blocks of air on one of its sides, a wall of the appropriate type will be placed on the road edge. This will generate an appearance of safety in the village. See plains village image for an example of it. This will generate bridges as well as rails to prevent accidental drops from roads into holes. This will provide a sense of safety in the village. See plains village image for an example of it.
- When a house generates, the spaces directly adjacent to the outside walls of house are cleared of blocks that are not part of the house. This will prevent a house become trapped completely under dirt, sand, gravel, etc or sand.
Before Village Generation Changes
After Village Generation improvement (see bridges, stilts, and farm border)
Check out and support the Thread Here: http://www.minecraft...s-new-villages/
If you liked this idea please press the green arrow in the bottom right!
June 11, 2012.
-Added to Reputation
Later the same day
The next day after that:
And the day after the day above:
Day after the day before this day:
- Added buildings
- added faction rep gaining
-more interface description
Later that night:
-made and took pics of buildings/village (will be up soon) (only did some)
-Made a few changes to the post
June 17 2012-
-Overhauled up to traders
- Major Changes to currency
- added Emotion
- Removed some unnecessary and most conflicting ideas.
- overhauled Factions
June 24 2012-
-Added pyromaniac job
-Gave normal villagers some work to do
-Made small additions to currency
July 6 2012
-Added Races + Religions
- Added New items
July 28 2012
-Added New Items, removed crap ones
- Made a few modifications to Races + Religions.
August 12 2012
- Added new items.
August 13 2012
September 10 2012
-added another banner
September 15 2012
-Fixed a few mistakes in currency
-Switched Diamond currency to Lapis
Sept 26-27 2012
-Added a new interface picture
-added Village Genration Fixes
I hope you like my idea, please support it and vote whether you want it or not!
Here is some banners to show your support!
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/goodBanner.jpg[/IMG] [/url]
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/BetterNpcsbanner2.png[/IMG] [/url]
Special thanks to Shrapos for helping me with this idea (IRL friend)
F117nighthawkX - Suggested the Dynamic villagers game mode
arsonwelles - suggested .txt file for villager names
dannybar9 - suggested dynamic prices based on resources, hunger and health
Strottinglemon - suggested to make enemy factions gain rep when you kill opposing faction members
nate890 - Let me put his Quests suggestion in here.
kazar14 - the second banner
JP585 - the Extra Stuff, which contains lots of village fixes.
Jun 4, 2012Eraed posted a message on Redesigning Snow Biomes [Snowfall, Arctic Biome, Concept Images]Currently snow biomes are somewhat lacking. Changes should be made to both Tundra and Taiga and a new biome needs to be added. Arctic.Posted in: Suggestions
First. Snowball stacking really sucks. What's needed is naturally forming snow as a half block that can stack to 64 and be crafted into snow blocks or snowballs. In addition, snow blocks no longer break into snowballs if you use a shovel. They still do if you use something else.(2 for a half block and 4 to a whole block)
THE ONES ABOVE HAVE HEARD OUR CRIES!
Fully implemented multiple snow heights
- Drops one snowball for every layer of snow
- Each level of snow has its own height collision
- The topmost layer of snow does not have collision, so the player is always slightly sunken in the snow
- Visually, four layers of snow is the same height as a slab. However, five layers of snow has the same collision height as a slab
- Crafting recipe is 3 snow blocks in a row to create 6 snow layers
- For each thin layer of snow crafted, the player loses exactly half the snowballs required to produce it
We hope to see more in the future!
Now, about snowfall. Tundra and Taiga both start with a half block of snowfall on the ground. Next snowfall brings it to a full meter.
I'd have said a quarter meter per snowfall but that's just going to start problems when you get to 3/4 snowblock.These two biomes can get a full two meters of snow. Arctic however can get 4 full meters of snow block before it stops stacking. This means that paths cleared through snow will fill up again if torches aren't places to stop them.
Exceptions being: Snow doesn't fall on glass or ice, only a half block on leaf blocks, snow does fall through leaves to simulate sideways snowfall. This checks if there is air below the leaves, how much, and fills it if it can. To keep snow from over stacking it also counts the number of snow blocks below where it's placing new ones. A solid block that isn't snow can have another placed on top. However, if the block below snow is in the air, it doesn't place a second. This keeps snow structures with interiors from growing on their own. If reasonable, make slabs and fences count as air blocks in this case.
An additional thought would be to have villagers and the player break partial snow layers just by walking on them (no drop). This would allow paths to form in snow for the player to backtrack and the impression that villages are taken care of.Had a thought. This would only work half the time as one snow fall would be half blocks but a second snowfall would be all full blocks.
Grass in Snow Biomes could use a different texture called: Ice Grass, that can be mined with silk-touch but otherwise just drops regular dirt. If placed in any other biomes it will 'melt' to normal grass.
The landscape generation is raised up to a minimum height of 100 blocks for Taiga, 110 for Tundra, and 120 blocks for Arctic.
The Arctic Biome is a generated directly on rock with a 2-4 blocks of ice and 2-3 blocks of snow. It has no trees, no plants at all. this is also the only place where Arctic villages generate. They are small igloos of 2-5 filled with patterned wool floors in grey and brown, furnaces and chests filled with fish and supplies. If their is water nearby there will also be an ice fishing hole.
Because of the unforgiving nature of this biome, it is never the player spawn point.
When snow falls in the Arctic Biome it plays a windy sound, the snow particles are more intense and visibility is decreased dramatically (like near the bedrock but white)
Ice: As of right now Ice melts quickly when light is placed next to it. The only way to light ice caves at all is to keep them separate from the torch by 2 blocks or by using redstone torches. I think the distance should be decreased by 1 in Tundra and Taiga and removed entirely in Arctic. (ice wouldn't melt in Arctic, though if broken and replaced with water it won't freeze again if properly lighted)
Ice is also currently very difficult to mine (silk touch) This needs to be changed to either be mineable with an iron pickaxe or have it drop the ice equivalent to cobblestone.
When I was working on these I decided to try changing the ice texture to be less simple, more blue, and less transparent. The result was quite nice but it only looks good in fully frozen regions. Implementing a tint scale like with the grass and water might be a good idea.
Trees, The Arctic Biome obviously doesn't have any as it is above the treeline, but technically Tundra shouldn't either. Tundra kinda means "treeless plane" Right now the Tundra has the oak, a tree that could never survive such frigid cold. Tundra can sustain a variety of bushes which can be seen when the snow melts and I've even seen the odd evergreen tree like the current Spruce.
Some thoughts on the Spruce:
Biome Specific mob textures. Depending on which biome a mob spawns in it could have a different texture. I put together some textures for the images here and you'll note they look a bit more snow related. Pig's are Boar, Cows are Yaks, zombies are frost zombies. creepers are still creepers but they have snow on them.
To keep from having snow faced mobs in the deep places under each biomes they revert to default when spawning 10 blocks below the biomes lowest generation point. (Because biomes should be generated by height more than by abstract temp and rainfall.)
There wouldn't need to be changes to every mob either. or every biomes. three versions including default at most.
Lastly I'd like to see the addition of a snow specific mob. The Mammoth. Large, Neutral until attacked, and drops leather and ivory. Ivory could be used in trading, turned into a full ivory block, carved to be decorative and potentially made into new, useful devices.
[Note that this is not yet a mob, just a model. If you would like to use it to make into a mob, sent me a PM and we can talk about it]
* 2 blocks of snow covering tundra and taiga (except on trees)
Polaror Arctic Biome.
* Natural forming icicles?
* Snow Villages.
* Better Snowfall.
* Better ways to mine ice and snow.
*Ice Grass block.
* Re-skin Mobs by biomes.
All Textures and images are found here: http://s135.photobuc...jack/Minecraft/
Worth checking out this thread I found on Glaciers. Similar thoughts and ideas but different solutions. http://www.minecraft...heard-me-right/
Feb 20, 2012AramilTheElf posted a message on Suggestion for improving the minecraft combat system ★Now "Popular"★Posted in: SuggestionsWe have achieved "popular" status! Thank you to all of you who support this idea!
We now have over 100 supporters! Thank you again!
The way I see it, Player vs Mob combat is fine - The player is at a nice advantage, you aren't likely to die from 1 mob (except creeper), and it doesn't take much time. However, Player vs Player works in the opposite. When two people decide to get into a duel to the death, or two groups decide to fight each other, the whole thing lasts about 30 seconds or less. Not much fun.
First, add a better blocking system. I propose that when you right click with a sword, you are actually going to set up a block that needs to be in the right spot in order to successfully block. So, now, while right clicking with a sword, instead of controlling where you are looking with your mouse, you are controlling how your sword is blocking by circling it around a fixed point. Same with attacking with a sword, except with a different button.
If swords meet like this: -|- and one is blocking, it is blocked. If they meet so they are more or less perpendicular, no need to get specific, it is blocked. Mobs would have a similar effect, i.e a spider jumps at a particular spot, zombies bash their arms in a specific direction, etc, etc. When an attack is blocked, the attacker is turned to either side a random but reasonable amount to allow the blocker to reap his just rewards, though if the failed attacker is quick he may be able to turn back in time to block the blow. The block can also be used to block an arrow if in the right location relative to the arrow, though this will be hard
However, this method obviously isn't going to work with the current combat system. Rapid clicking enemies will just quickly adjust and pummel you until eventually you miss a block, which won't take long. So, to fix this, I propose attack with a sword takes some time to "pull back" or whatever. That gives each person time to set up a block or start pulling back for a counter attack.
When the fight is over, you simply release the button to go back to controlling the viewpoint with your mouse.
Also possible would be a kick attack, which would do very little damage but have longer knockback, allowing for a possible kick then strike after a successful block.
Personally, I think that this will greatly enhance the minecraft combat system, which is in itself boring because it takes virtually no skill, just run up and rapid click. With this, you will need skill, timing, etc, instead of just a quick hand. This idea will also open the groundwork for more varied weapons like battle axes that attack at different rates but do differing amounts of damage, and shields, which may be able to do very little damage with a bash, but are much easier to block with.
Alternatively, this could be done with different buttons representing different attacks, i.e. G = upper left swing, H = upper right swing, etc, and then when you are right clicking it is the same except you block in those locations.
TL;DR / Recap
First, you would press the focus button, or whatever it would be called. This would focus your viewpoint so that you adjust your attack/block angle instead of the direction you would be looking
Instead of swinging the sword instantly when the left mouse is clicked, there would be a quick "draw back" animation before the actual strike happens. This would allow for your enemy to have to time attempt to block it.
In order for that to happen, I suppose there would need to be a similar effect for mobs, i.e. zombie needs to draw back a punch, spider needs to retract in order to pounce again, etc.
If anyone wants to make a mod for this, I'd be grateful. My Java skills aren't too great
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Apr 8, 2012insomniac_lemon posted a message on Dynamic Texture Assigning (updated Sept 10, 2012, including changing models!)FAQ explanation:Posted in: Suggestions
I don't make texture packs but I do use them. How will this idea benefit me?
The idea is to have a text file texture pack creators could include inside their texture packs. It would allow them to fully control how terrain.png (where all of the block textures are located) in their texture pack is read
One of the greatest changes texture pack users like yourself would notice, is the ability to change what
each face of any block looks like. Some textures look good on the side of a block, but not the top (especially when the texture is very shaded, or is asymmetric in some way, or the texture does not connect to the sides properly). This idea would allow texture packs to change faces of even half slabs.
If doors have too wide of a window, or if they create shading, it goes on the left and right edges of the door. Doors have hinges on every face. Trapdoors usually show shading on the sides from holes in the top. Stone pressure plates and buttons remain unseen against stone. Pistons cannot have a metal arm and a wooden head, as the crafting recipe would imply.All of these problems could be solved by a texture pack creator if this idea were implemented.
This idea might even allow for cool effects such as obsidian as a portal frame looking different, or blocks having a different appearance in different dimensions.
I am making a texture pack. I hear you have an idea.
Are you constantly finding yourself frustrated when you can't change one texture without ruining another?
t would be this text file that you would make that would allow you to customized what blocks use what textures in many different ways.
Most importantly, it would allow you to change current derivative textures in minecraft.
If you don't get what I mean by derivative textures, I mean things like:
- Fence textures
- Piston arm texture
- Piston head side texture
- Half Slabs
- Pressure plates
Now, I know what you're thinking (possibly). That something like this will be having texture artists overly use this causing more a decrease in performance. It would allow artists to not only make more derivative textures, and take blocks with (in default) multiple textures and make them use one texture for all sides.
Also, possibly the best part of this idea, would be the ability to use greyscale. This idea would allow you to take one texture, make it grayscale, and give it color (like biomes do) with your choice of color in hexadecimal color code (#000000) format.
When would grayscale be useful? For things taking up a bunch of room in your terrain.png that look identical with only changing color (wools, planks). This would allow you to cut greatly on texture space, allowing you space that you know won't be used by new textures in the future, as well less redundancy. When looking at your terrain.png file.
So, you're interested, and wondering: How might I do this for my texture pack if this idea were implemented?
Well, like I said, this would all be done using a text file. It would look similar to how the .lang files look. You'll get what I mean if you open up en_us.lang with a basic text editor, and you'll see what I mean with the example. I looked at the newer version, and it looks bad. It used to look like this, though (*shakes fist at crowdin*) :
So I'll show you how to make a basic texture re-assign. In my texture pack, my sandstone texture is rough-looking, Like something you would see on the outside of an Egyptian pyramid, so I don't really need 3 textures for it. Just one. So, with this idea, this is how I'd do it:
tile.sandstone.texture= tile(0, 12);
So, it's that simple. What does tile do? It would be a way of defining a perfect square, specifically how Minecraft reads them. This will not need to change with the resolution of the pack. The number ranges from 0-15, and is in (x,y) format. Imagine the texture spaces as you use them now as a grid. For example: Grass is (0,0), bedrock is (1,1), sugarcane is (9,4). Tile is useful when you're working with very large images.
So what about textures that don't fit in those tiles?
Rect. Rect would be just like tile only pixel based. This would allow you to assign a non-normal grid or non-square texture. You would use this for many of the derivative textures.
For example, in my texture pack, I want a piston head side that is different from the piston arm side texture:
tile.pistonHead.arm.texture= rect(0,208, 15,211);
Well why did I place it there? Well, I just freed up space by making sandstone use one texture, So I put it below where the sandstone side used to go. As I told you, rect is pixel based. It is in the format of (x1,y1, x2,y2). The first set of coordinates is the top left corner, and the second set is the bottom right corner. What about the side of the piston head I talked about? It would stay in the same place, as with the new system they would be separated (but with the same texture in vanilla) and it you specify one, the other would derive from its original texture space. Minecraft would use the original texture locations for unspecified models, just as if you had missing files in your texture pack.
How do I find out the coordinates to use? I don't want to have to count all those pixels!
Most likely your image editor has something so you don't need to count. In photoshop, open up the "info" panel, and when you move your cursor on the canvas it will tell you the x and y of where it's at. Paint.net has the same thing built right into the GUI at the bottom of the screen (bottom right).
Tell me about grayscale. I'll bet that's complex!
Well, not really. For this next one, I'll be making a few of the wooden planks' texture based on a grayscale image. I'll be using a grayscale version of the original wooden planks' location, and adding color to it to form other wooden planks' texture
tile.wood.oak.texture= tint(#9A5726, tile(4,0)); tile.wood.birch.texture= tint(#90623B, tile(4,0)); tile.wood.jungle.texture= tint(#98F6225, tile(4,0));
I've chosen not to use just the grayscale method for pine planks because it is much darker than the rest of the planks. The format of tint could be (color, grayscale area)
Well what about brightness? Different colors have different values!
Yeah, I just thought about that when writing this suggestion. So, I want to change the pine planks, too! So:
tile.wood.pine.texture= tint(#58280E, shade(-75, 50, tile(4,0)));
The format of shade would be (brightness, contrast, area). This would not be limited to grayscale use (but that would be its most useful use).
Wait, can I do things in multiple places on one texture?
And what about assigning multiple textures to one model?
Why yes! And Most of the time, assigning multiple textures will involve tile extensions based on an item after placed in relation to the player. For instance, the door has always bothered me , the fact that it derives the side textures from the sides of the front, and the fact that it has hinges in 4 places. So here's how I would fix it using my idea:
tile.doorWood.front.texture= rect(16,80, 31,111) pixels(#B27538, rect(16,84, 16,86)) color(#B27538, rect(16,95, 16,97)) color(#B27538, rect(16,106, 16,108)); tile.doorWood.right.texture= rect(16,80, 18,111) pixels(#B27538, rect(16,84, 16,86)) color(#B27538, rect(16,95, 16,97)) color(#B27538, rect(16,106, 16,108));
In this code, pixelswould cover up the hinges from the derivative texture, but only on the front and left side (the side not connected to the wall if there is one) leaving the hinges on the back face, and the side that is actually the door's pivot. Note that how I used the methods, they are separated by a space. A semicolon denotes the end of methods for whatever comes after the equals sign.
More advanced models would require specific name extensions (In fact many I've been using I made up, like anything after tile.____.). such things might be things like
tile.stoneSlab.slabtype.bottomSlab.____.texture= ; tile.stoneSlab.slabtype.topSlab.____.texture= ; tile.fence.post.arms.____.texture= ; tile.piston.head.pusher.____.texture= ;
What would I do with all of this code again?
It would go in a text file.
Is that it?
Yea, pretty much. I'd also like to note that I tried to make this as simple yet informational as possible, to show how you might use this feature, as well as things Mojang would need to make work. Mojang could make more methods to make less typing required (like square and line) but for time, I didn't explain any more. Also, Mojang would probably use names as they appear in the code.
Technical non-FAQ explanation:
The idea is to have Mojang add a piece of code into Minecraft that would interpret a single .TXT file
on the root directory of a texture pack that would control how textures from terrain.png are read.
The text created by the texture author would mock that of what the game already uses.They would put
Tile would be in nearly all of the initiating lines, the first line of underscores would be the block name, and could have extensions after it (".top" ".left" ect.) and this would always end with ".texture" (for changing textures) and then anything after the equals sign and before the semicolon is the code that designates where the texture is from, and how it should be used.
Artists will use things called methods. Methods designate from where or how a texture is used. They also allow the game to do things to certain textures without modifying or needing a new texture.
Methods need to be applied in a certain order. If they are applied first, they are on the bottom, it is under the methods after it. Many things could be done with multiple selections, but layering is a much easier way to achieve the effect.
But that is way too much! I don't want to have to modify all of this code just to make a texture pack!
The great thing about this idea, is that it is all optional. It is up to you, as an artist, how much of this you are comfortable using. Use all of it, use some of it, or just do the same thing you've been doing (none of it). It is up to you. Just like a texture pack itself, just because you change one texture location, does not mean you have to change them all. If you don't specify a texture map/location whatchamacallit Minecraft assumes to use default, just like if you don't modify items.png your items are all default.
tile-Selects a resolution dependant square, snapped to a grid on how the game would normally look, based on coordinates that won't change with resolution
rect-Selects a rectangle based on the two coordinates given.
lineX- Selects a straight line based on 1 Y value and a starting and stopping X value.
lineY- Selects a straight line based on 1 X value and a starting and stopping Y value.
tint-Recolors a selection based on the given color.
hueshift- Changes color of selection based on its current color, and shift value.
shade-Changes brightness/contrast of selection.
pixels(name subject to change)-Adds pixels in the given selection (only for this use of the texture).
opacity- Gives the selection a specific opacity (good for layering).
function()- does a check with the game for a variable.
function(grasscolor)- Does a check of what biome the block is in, and returns grass' color (allows any
block to be biome-colored).
function(leafcolor)- Does a check of what biome the block is in, and returns leaves' color (allows any block to be biome-colored).
function(effect)- Does a check of what color the particle would normally be recolored to (potion effect particles, enchanted hit particles, ect.).
There are more things I have thought of that could be done with this idea, that I'm not asking for, but would be a nice addition, and if the system were implemented correctly, would be easily enough added by modders. More uses:
Nether portal texture:
Allows Obsidian to have a separate texture when it turns into a nether portal.
Allows Redstone ore to have a different texture when it activates. Still changes the lighting. Also, the on/off extension could (and would probably need to) be used on other redstone objects (well, only really needed for the redstone torch)
tile.obsidian.normalworld.texture=; tile.obsidian.nether.texture=; tile.obsidian.end.texture=; entity.enderman.normalworld.texture=; entity.enderman.end.texture=;
This would allow texture packs to have different textures depending on the dimension. For instance, blocks in the nether could be decaying and have a light source from the bottom, not the top, as lava is usually below you, and there is no sun. That same block would be normal in the normal world, and it could be crystallized with no light source in the end, as there is no global light source at all. Also, this could apply to mobs as well, for instance you could texture an enderman normally in the end, but to look like a scout/spy/theif/warrior/soldier when in the normal world.
particle.smoke.frame.1.texture=; particle.smoke.frame.2.texture=; particle.smoke.frame.3.texture=; particle.smoke.redstone.texture=; particle.smoke.bedrock.texture=; particle.smoke.water.texture=; particle.smoke.mycelium.texture=; particle.smoke.portal.frame.1.texture=; particle.smoke.portal.frame.2.texture=; particle.smoke.portal.frame.3.texture=; particle.smoke.ender.frame.1.texture; particle.smoke.ender.frame.2.texture; particle.smoke.ender.frame.3.texture; particle.potion.frame.1.texture=; particle.potion.frame.2.texture=; particle.potion.frame.3.texture=; particle.enchant.texture=; particle.love.texture=; particle.note.texture=;
These would allow the separation of many derivative particle textures, allowing texture artists to give them individual textures. Using the frame.# extension, you can change the number of frames, and where they load from. Remember, that if you don't define new textures (like portal particles) they will use and recolor the smoke texture as usual. If you make them have separate textures, you get to choose the color, or use function(effect) to automatically recolor the chosen selection to the color that the game would choose. The frame.# extension would work differently for portal and ender particles, chooesing different frames to send out (like it does with the smoke particle animation now)
(that isn't all of the particles, but you get my point....)
Once again, features that would be possible, or come later. Beyond textures, models:
tile.crops.model= model(x); tile.tallgrass.grass.model= model(numbersign);
This would allow to give certain blocks (like those without collision) use of existing models (but better names ), like this:
I thought of this when carrots and potatoes were added, as I don't like the model it uses, and would rather have them grow as a single plant in the middle of the farmland.
This would allow mobs to use other mob models. Obviously I chose a change that will be most popular if this feature were added. This would change the mob's model, but the collision box for mobs would not change, and the model would be scaled to the mob's size. For instance, if you changed skeletons to use the Enderman model, it would be shorter, and thus the model would need to be smaller to compensate. Also, some models might not work with others, like changing the enderdragon to a slime (but you could change it to a giant chicken ). Also, mobs would animate in their own movement style when possible (like a dragon-chicken would flap its wings), but specific animations would not be carried over, such as magma cube sproing or enderman freaking out.
Why can't this just be made into a mod like MCpatcher or something?
Mod users get all of the cool stuff. HD. Animated textures. Biome water. ect. I don't like the burden of imbalanced-gameplay and waiting for mods to become compatible with vanilla. (I don't use mods) But it's time vanilla Minecraft gets some texturing love! Besides, people are always saying how Mojang never makes any cool stuff anymore, that <insert Mojang employee here> has only added things you hate.
Can I use your ideas to make this a mod?
No. I want this implemented into vanilla, but if it isn't implemented by the time the mod API comes out, I will try and make it myself. I'm a programmer, but not with Java, and I'd like the reason and project to start modding and learning Java.
What can I do to support?
Post, vote, and twitter Jeb_, or make a thread on Reddit. If you do, make sure to include the forum link.
Or, post on the epicness of this suggestion, tell me what doesn't make sense, if I should rewrite something, or request I write a little more on something. Give your friends the link. Anything.
Also: I made a getsatisfaction post. Not sure if that matters. Meh.
EDIT: I have spent a little time making a mock-up (out of my texture pack VTC, but it is heavily outdated now) of what one of these text files would look like, and the terrain.png to go with it, as an example of what you might expect to be able to do. (I will add more to this later with things like the button, fence, ect. later)
EDIT2: Both the text file and the textures are out of date, they aren't that ugly anymore :3
Corresponding text file: Mediafire
Aug 26, 2012In the latest pre-release there are now item frames, and you can place any block/item into that frame. But there is one thing wrong. If you place glowstone into an item frame, it doesn't light up. It just sits there in it's frame (if you haven't seen the pre-release, blocks even stick out from the frame a little, so it is still obviously a block) unnaturally (for an imaginary rock in a video game) dark.Posted in: Suggestions
I suggest that, for at least glowstone and Jack -o- lanterns, the item frame will emit the same light as those blocks would, and possibly for the two torches as well.
Aug 26, 2012We've seen it done before with blocks like Cobble, Gravel, and Rupees/Emeralds. Mojang changed it's mind. They had their reasons and I agree with the fix. It makes the game better and more pleasing.Posted in: Suggestions
Now. Let me suggest further alterations on this line and explain my logic behind each.
Iron Block and Iron Door
With the addition of the Iron Golem we saw what rust might look like in minecraft. This sense of weathering has been absent from iron in the past and I decided to put that in. The results were quite pleasing.
To get this effect, I used a section of the Golem's arm as a color mask. I also blocked out the window because, being an iron door, I felt it should feel more solid.
I've always found glass hard to see through with it's little white specks in the view. This is what it looks without those. I also combined the frame using the same key colors.
In an expanding effort to improve on frozen biomes I changed out the ice texture for a whole new one. The marked differences are a deeper blue, an increased opacity, and an increasing use of unique pixels. Ice was made early in Minecraft history when the use of limited pixels was the style, but since then it has drifted away from that to use more colors to get the point across.
Sugar Cane spawns in many locations. As long as there is water, it's possible to find it. This means that it's striking green can be quite shocking to see. I changed that. The color now is closer to yellow and leaning more toward a gray tone. Gray scaling an image has an interesting effect of moving it closer to another color there by making it blend better. Blue and Red will eventually both meet at gray and cross over.
Like the Sugar Cane, Cacti has an odd vibrancy to it that is jarring to the desert scene. The dulled colors help change that to a sturdy, weathered feel.
Though the horrific nature of the nether fortresses might make it seem fitting to torture our eyes with vague, dim lighting, I felt the need to be able to make out the walls from the floor. So here's the new Nether Brick with increased contrast and brightness.
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