Mojang should make it impossible for any entities to be moved by pistons or water because it's much more challenging (and thus inherently superior to the automatic method!) to manually pool mobs into a single spot relative to automatically than compared to killing mobs manually relative to automatically.
Also, we should make sugar cane, melons, and pumpkins break pistons, instead of the other way around. The time spent building machines to mine those blocks for you detracts way too much from the time you could be spending down in the caves mining, those caves that haven't seen a single game-changing addition/alteration since Minecraft Beta.
While we're at it, we need to remove villager trading entirely. You can get items that you should only ever get by mining, without even stepping foot underground! This completely and totally obliterates and annihilates any remote resemblance of a point to playing this already really freeform sandbox game.
It makes me so mad that people can just find ways to get resources that aren't the way that they got those resources on their first in-game day of that world. The thought that people can use resources gained from mining for any other purpose than to mine more infuriates me. The very idea that, in a survival-based game, it is possible to build a machine that reduces the amount of times you will need to put yourself in situations where your survival is at risk (EG: Mining) makes me want to tear multiple close loved ones limb from limb each time it presents itself in my mind.
I want to tell you a story. I joined a server. I stayed there for a while. One day I decided that I needed a lot of iron for no particular reason. So I spent 10 hours mining and got myself 30 stacks of iron ore, which I promptly smelted and used for decorative purposes. Then, this know-it-all joins the server. He spends several weeks on a single-player creative world trying to find a specific arrangement of blocks that actually worked for his hackery. After finally finding the perfect combination, he proceeds to spend several days on the server getting himself to a point where dying doesn't mean he lost everything. Then he begins the process. He spends 10 hours mining all of the resources he needs. Then he spends 10 more hours actually putting them together in a farm.
I then watched with horror as he got the same 30 stacks of iron as me, except in only 2 hours instead of 10. And he didn't have to mine any of it.
- Avantir_Yihn
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37
Calacbolg posted a message on All automation is bad and you should feel bad for spending absolutely any time not mining in Minecraft, even for a few secondsPosted in: Recent Updates and Snapshots -
4
Ouatcheur posted a message on Complete the Stone family !Ok, I know there have been a lot of topics on stone already. But none of those really adresses wht I see as az core "problem" with stone:Posted in: Suggestions
there are too many exceptions and special cases. Some stones can be made into slabs and stairs, others only slabs, and others not at all.
What gives with that weird logic? Isn't a game design much better when it presents harmonious rules rather series of special cases ? Wouldn't it be much better for both the flexibility of players to make beautiful builds, and the simplicity of the stone class code itself, for all stone blocks to behave in a similar fashion all the time, unless an exception really *is* strongly needed ? Personally, I think so.
This suggestion here is resumed thus: Make ALL of the stone types behave in a consistent manner unless there is a relatively clear reason not to do so. One that the players can easily and intuitively guess as to the "why", or there are enough in-game hints to explain that "why" it works different from the rest.
This would essentially mean this:
- All "about as hard as stone" stones would come in block, slabs, double-slabs, and stairs shapes. no exceptions!
- These shapes would present a unified "same kind of texture" texture. What variatoin there are are not arbitrary but would feel natural. The texture variants would all be made the same way according to the variant category no matter which basic type of stone it is.
- A consistent and intuitive way to make anything stone is used all the way.
Thus, given that:
Smooth Stone -> Pickaxe -> Cobblestone
Then for consistency's sake, any kind of "smooth-looking" stone would turn back to the cobbly variant when using a pickaxe on it. This would mean that Smooth Sandstone would turn back to normal Sandstone when mined, for example.
Making slabs out of smooth stone would give Smooth Stone slabs that have the smooth stone texture. To get the "beautiful" white smooth slabs, a different way would be needed, and the new texture would mean a different name for that stone. Just an example here: It could be through crafting or whatever as long as it is consistent for ALL of the stony blocks.
Arbitrary Example : Smooth Stone block -> Smelting -> Polished Stone block (which could then itself be turned into slabs, double-slabs, or stairs, as per the "all stones work in a similar way" rule).
And before we get complaints that old builds using the "polished" texture smooth stone slabs would get ruined: no, that definitely would not happen at all, given that soon the blocks will be handled in-game by their name, not their block IDs. Mojang already startted work on that.
All types of "Chiseled" stones (i.e. the "chiseled" stone variants), would also all come from a simple and intuitive and consistent way. It could stay with the current crafting recipe (place 2 Slabs one of top of the other), or it could be a new "consistent" way, for example a new Chisel tool could be added that allows the "crafting". I don't care too much as long as it is consistent game-wide. Personnally I'd prefer an "in-game" way to craft stuff using tools,mrather than simply putting a couple half-stacks of slabs on a crafting table and instantaneously getting a full stack of chiseled blocks, but that is just a personal preference where I happen to think that a more immersive and less instanteneous method would be preferable.
As for the argument that it would make the "rare" blocks (let's say, Chiseled Bricks) too commoon, is a weak argument. Those aren't special magical blocks here, but simple building blocks, hey what's so dang special about bricks with chiseled lines in them? APART from "well they should be rarE", which is merely circular logic at it's best? Nothing. Cracks, Moss, and Chiseled Patterns, are nothing so "special" that they deserve making these blocks so rare. This is a building game too and purposefully drastically limiting access to such blocks only limit the size of the plkaying set for no good reason. There are plenty of simple ways to make motivating the player to go explore the Strongholds dungeons and other structures a valid choice, that would make much more sense, than simple building blocks. Basically, if Chiseled Bricks glowed or had the "Relic" or "'Artifact" or "Ancient" in it, or whatever to make it feel special, then ok, make it rare. Otherwise, simple cracks or moss or lines in a block aren't enohgh to justify making them rare. This is my own opinion here, of course.
So, if we were to make the list of recipes closest to current vanilla, yet with a few suggested changes to make it more seamless and intuitive:
Smooth -> pickaxe -> Cobble
Cobble -> smelting -> Smooth -> smelting again -> Polished
Any stone full block -> crafting 1 high x 3 wide -> Slab
Any stone ful block -> 6 blocks in stairs shape -> Stairs
Any Slab -> placed 2 of same type in a single block volume -> Double slab
Any stone full block -> crafting by itself -> Button
Any stone full block -> crafting 1 high 2 wide -> Pressure Plate
Any Slab -> Crafting by itself -> 2 Bricks (item)
Bricks (item) -> 2x2 crafting -> Bricks (block)
Cobble -> crafting with Vines -> Mossy Cobble
Bricks -> crafting with Vines -> Mossy Bricks
Any Slab -> 1 wide 2 high -> Chiseled
etc. -
1991
Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
===============================================================
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
===============================================================
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
[url="http://www.minecraftforum.net/topic/1133916-colored-glass/page__p__13917156#entry13917156"][IMG]http://i.imgur.com/01oHHUZ.gif[/IMG][/url]
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
Common Questions:
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
http://www.minecraft.../page__st__1900
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
http://www.minecraft...-colored-glass/
http://www.minecraft.../#entry24515141
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
Video 1
Video 2
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
https://twitter.com/...219652471980032
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
https://twitter.com/...583946977497088
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
[represent]
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14
Ouatcheur posted a message on Grassless DirtAn exciting upcoming new block is the "Grassless Dirt", that will appear in the Mega Taiga biome. It is a Dirt block with damage value 1 instead of 0, making it into Dirt that is "immune" to be changed into Grass and Mycelium. It just stays Dirt. That block would be extremely useful for many builds. Say, if you you want to make something that looks like a "well traveled forest path". Very useful for map makers.Posted in: Future Updates
However, In the upcoming version, that block will be available only through the /give command. I think that is a bummer. This means all builders in survival won't be able to make use of it! The reasoning by Mojang why it is not being obtainable is because "it would just look exactly the same as normal Dirt".
I think that is not a good reason. So what if it looks the same?
You essentially have only 2 situations :
Situation #1 - The Grassless Dirt is not anywhere near enough grass or mycelium to see any change and thus the player can't tell both blocks apart. Well, then it's not important whether it is Dirt or Grassless Dirt, right? Who cares! It's not important! So it is not by itself reason to "allow" or "prevent" that new block. As long as the output from breaking the two blocks is the same, in any case. Ergo, the only the next 2nd situation below would count. So, as long as breaking Grassless Dirt drops a normal Dirt block except MAYBE via Silk Touch), then we're fine here. Anyway, Mojang left in double-slabs planks blocks despite those blocks looking exactly the same way as normal planks blocks, the only difference between the two is how to cratf and place, so that '"uniqueness reason" they told in order not to put the new block is pretty weak IMHO.
Situation #2 - The Grassless Dirt is near grass or mycelium, in which case it's "same texture" is VERY temporary, given the very high speed of grass and mycelium growth it won't be long at all before anybody can obviously see which blocks are Grassless dirt, and which were normal Dirt. So the very reason NOT to include this variation is nil and void. Again, just make it so breaking Grassless Dirt drops normal Dirt, unless using Silk Touch, would be sufficient.
Now, just how to '"obtain" Grassless Dirt?
in Creative, just add Grassless Dirt right after Dirt. Since hovering the mouse on an item shows its name, that is enough to tell them apart!
For Survival, it would be kept simple: just like we have Bonemeal, obtained from bones (a hostile mob drop), which "boosts" plant life, so we could simply use something "poisonous" to plant life.
Unless a new item like say acid or poison or whatever is added, if we were to make do with only what we already have in the game, then I propose this:
Using Rotten Flesh (right-clicking), the essence of disease and undeath, on any block which drops Dirt, would simply turn that block into Grassless Dirt. Affected blocks are Dirt, Grass block, Mycelium block, and Podzol. If you think it is too costly, then the Rotten Flesh could affect a number of blocks in small area (say, no more than half the blocks in a 5 wide area)
When using Bonemeal on Dirt or Grassless Dirt, it would turn all Grassless Dirt in a small area back into normal Dirt (suggested: the same area as the area that is affected when using Bonemeal in order to grow Tall Grass + yellow and red flowers).
Or maybe just Smelting Dirt would make Grassless Dirt.
Also, the name of the Grassles Dirt block could be changed to let's say Dry Dirt or Packed Dirt or Hard Dirt, whatever, instead of Grassless Dirt or inatead of "Dirt " that has a damage value of 1 instead of 0. -
11
oCrapaCreeper posted a message on 1.4 - Saddles will fall of if the pig dies.Posted in: Future Updates
Probably something like this:
"BEFORE, SADDLES WERE ALL ABOUT FINDING THEM IN DUNGEON CHESTS, AND HAVING TO FIND THEM AGAIN ONCE YOU PLACE THEM ON A PIG. THERE WAS ALWAYS A CHALLENGE. NOW THEY'RE ACTUALLY USEFUL! THIS IS BULLT. THIS I'M DOWNGRADING TO ALPHA. ALL OF YOU!" -
213
Some_Free_Cake posted a message on Snow Capped Peaks *Over 240 Supporters!*I have searched the forum and have not found anything quite like this... so here we go.Posted in: Suggestions
I think that extreme hills do not feel like mountains, but rather just hills. So, maybe the world could uncommonly generate one of these?
As I said, these would be rare, but I imagine some fantastic builds could come from this!
Thoughts?
EDIT:
Here is a picture in the day:
EDIT 2: Supporters list:
Supporter count: 242
LesserLoops
UnileggerDripper222
BloodyPhoenix
joshosh34
RedstoneOperator
Steve64
RobertFrans
Oliverthepen
Rumblethumps
DontStealMyBacon
RobinHood999
MrSnowBunni
Prince_Deity
Steven42lol
toasterminer64
robinod
nearbeer
BlackWaterisAwesome
johnyIsAwesome
Ironpigschannel
EpicEnderMiner
Malakt1a
Mathy
Badprenup
Kilyle
Weterman
Wircea
StalePhish
Mettan
kerspi08
PyroTekis
Pencilshavings5
davidy22
crazeenuthead
Laton95
ArrogantLobster
BrindIf
jpmrocks
toastytoes108
zeep22
WitDocv5
nPerfect
Shadowfox1311
patrickwojtera
pwnda4
DoubleDongle
Zigzagar
whoodiamonds
CodenameDuchess
Skorpion216
Kwitcherbelyakin
peppertyce
angryred
pionoplayer
pineconepie
RadicalBlocks
Winter_Mage
carollwood
joechuph1261
LiLChris
Robinhood3
theEPiK1
mrnatnat4
Saoryn
huge0
DracoVenenum
Mevansuto
pinballboy7
robo111
DrSnazzypants
Shadowfox1311
shadowfox_935649
strykertheminer
Gregster10
EnellGmz
zooomo
TheAceMinecraft
AntiGuy8
Flovnag
Dudebox64
Flarkinater
crazeenuthead
Cloudstryder
forged_in_flames
oceangrl
tonytwo
pur3pros
Azraile
Roadsguy
Venom717
gatlin27
tjohn6041
cole2848
DerpTerp
monopoly306
WorkHorse
ULiopleurodon
Yourself797
apple1417
LlamaFfama
Tkeleth
StickySlime
Kitteh6660
nicccky
Ni_Oxx
ProfBrickkeeper
tulir293
UK_Legend
King_Sarthon
Tizorna
bebe33
PatDay
firewave15
morkov4e
zanderboycherry
unitedsquadron3
G_Speed
IfIDieIWasAFK
MaladjustedGenius
Floyd1990
Blorph
RobinHood999
Stonebob
souls
My__IsShiny
FlameCreeper223
Lightningcrafter
cut_yo_wrists
Fertro
KingzofDawn
tnadams
Pwnguin
Avantir_Yihn
mikeclark1234
BryGuy1
Dagypoo
thehungarianhurrica
Tedster
BeretExistentialist
ninjachubs1
ItsRex
TVB_Hythacg
SPCratylessman
circlepuddle
Pawnguy7
deathlyangel47
WilliamShakespeare
Boomheadshot1254
Riggzon
NeasOlc
Phantom699
Zombee_Kreepah
trencheel303
SlateGuardian
Deonyi
Concerer82
Dwer_1
StackyDavid
Prime_Jetspace
doctordiamonds
Zehrok
valster169
TheTravelingSalescrafter
Exkakx
rikoLash
CraftingCK
AndrewDaBauss
artimies7
mobcraft
daangelo29
Martan
TTmc
SpillzNinja
B0bGary
Pwnguin
ender_bender
AlphaInventor
ItsShaded
kmmmurphy911
tylerd227
Keyguyperson
Underthesea
enderman_guy
Jukakun
Comrade_Dispenser
Emerald_Digger98
FastCraft
SayHi
StrangeOne101
TenebraeAeternae
Wizzerd347
zachzman1
Mistika2489
danaphanous
Berstuk
Malloon
Reza-Miner
BiggJohnn
Ampulugator
chicken_person
Rotasizx
marmanq
DaRkMaStEd
Ikranoid
MUSHROOMSOCK
FlameDrake
MCforfreeuser
ThePipmaster
SharkShabab
magicspook
Nerevar
Minecraftdeas
TFnerd
Axillarymees
aleksa77
Howard17
Nsrut84
CrimzonDrake
TheCheeseKnees
flaminghawk83
Lisha777
Pugin94
Altegia
owenmwelsh
CoachAwesomeName
Aleksandair
Thatshaneboy
Laloth
KacperNFS
Fly1Ngf1Sh23
Momo_Mccloud
tj00110
TheMinecrafterTippy
GADGE4LYFE
nicolapcweek94
nyancat26
SgtDaemon
SuperSonic91
Dudeian
Mr_Pint
curry74
Cloxaau
Special thanks to LesserLoops for suggesting the list!
If you would like to show full support of this idea, here is a magnificent banner made by LesserLoops
specifically for this thread:
EDIT 4: Here are some more photos to help you guys get a better idea:
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26
oCrapaCreeper posted a message on Do you like the new hunger system? (Now with amounts of health each food heals)EDIT: Since I've updated more on how this system actually works, I've reset the pole. The original pole had about 60% for no, 30% for yes, if anyone is curious.Posted in: Recent Updates and Snapshots
For those unaware, natural health regen in 13w23b now costs hunger and saturation points. Meaning if you take damage, and need to regen health, your hunger bar will go down while that's happening.
This means if you're badly hurt, and you have low saturation, you may need to refill your food bar multiple times to regain all of your health. I'm not quite sure how much saturation natural regen depletes, but hopefully someone will find out soon.
Visual examples:
So in a way, this is similar to pre-1.8 healing where all foods would only give a certain amount of health.
Here I'm at 1.5 hearts..
My health regenerates up to 3 hearts, but stops because my food bar was drained below 9. Keep in mind, I was standing still, so nothing else could have caused my food to drain, other than regen.
In order to keep healing, I would need to eat again. This could be solved by eating a better food, of course.
What do you think? Remember, not much is known about how this new system actually works.
EDIT: You guys have to remember something: This is all based off saturation value, it's not a fixed value every time. The amount of health you heal before your hunger drains is based off how good the food is you eat. If you're eating melons like I showed in the example, you're not going to heal much. Eating something like steak- which has a lot more saturation and is generally better- will cause you to heal more.
Infact, after testing, a single piece of steak will still keep your hunger filled longer enough to regen 100%
I was at one heart:
After eating 1 steak:
Obviously, steak is much better than Melon, like it's always been. This is not as bad as you guys think. Only if you're eating a terrible food.
Here's a list of (Approximately) how much health each food will restore before the bar drains (Keep in mind of human error.):
Golden Apple: 13 hearts (The saturation value on Golden Apples has been changed recently, it may be different now)
Steak/Cooked Porkchop: 11 hearts
Baked Potato and Cooked Chicken: 7.5 hearts
Bread: 6 hearts
Carrot: 5.5 hearts
Melon: 5 hearts (I know the picture shows about 3.5 hearts, but I wasn't at full food when I regened. Not a good demonstration)
There are a few more foods, but those are the ones people generally use the most.
Prediction: After this goes live, people will complain about it for about 2 weeks, and forget is ever happened, just like every balanced change that's happened in the past 2 years. -
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MCFUser6937444 posted a message on 1.6 lava decayIt works as it's suppose to. Lava source gone, the flow stops, just like water. Now cleaning up an accidental spill and plugging up those lava flows in caves is now not so annoying. Good job on Mojang.Posted in: Recent Updates and Snapshots -
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Nerd_Boy posted a message on [1.4.7] Mine & Blade: Commander - alpha 7Posted in: WIP Mods[/anchor]- Introduction
- Mod Mechanics
- Download & Installation Instructions
- FAQ
- Bugs & Incompatibilities
- Planned Features
- Changelog
Announcements
No Hold
I think most of you probably already know this by now, but thought I would make it official (with big Red writing). I am putting this project on hold at the moment.
Right now I am super busy with uni, in my free time from uni (which isn't a whole lot) I am also applying for jobs. Basically I really need all the free time for these 2 task so I can "get my life together" and developing for this mod really doesn't help that.
But fear not, I will endeavvour to log back on evey once in a while to keep the mod at least up to date, so barring any major changes to the underlying minecraft codebase there should still be a working copy. Furthemore the source code is avaliable (as it always has been) on Github (may not have pused the 1.5 update though). so anyone should feel free to add features they want to the mod.
nerd-boy
p.s. I have also disabled my PM & comments, everytime I log on I am just flooded with messages pestering me to update battlegear.
Check out The Atlanticcraft's review of a pre-release of alpha 6 with it's sexy new multiplayer features. Make sure you Like his video/subscribe.
The aim of this mod is to provide the player with controllable npcs that will help you fight enemies. This is actually a re-iteration of an old mod I made a while ago (Battlecraft) which I unfortunately had to let go. There are a number of mods that provide npcs, however this mod will focus on soldier type npcs. The other thing thatwill set this mod apart from other similar mods is the ability for units to gain experience and upgrade to more powerful units as well as the great deal of customisationof the visual appearance of the soldiers.
Creating Units[/anchor]
Units are spawned from a spawn banner. Banners are created by placing 2 pieces of the same coloured wool on top of a stick.
Note: The banners can also be dyed
A banner must be placed on top of a block that has 2 free spaces above it (the banner takes up 2 blocks like a door).
Right clicking the banner brings up the spawning interface.
The colour of the banner will determine the team colours that the unit will be wearing. The units appearance can be customised by using the slide-bars on the bottom left of the interface. For the militia the skin, hair, eyes and weapon can all be changed. All of these options are purely cosmetic and have no effect on how the unitperforms in battle. The amount of customisation the mod allows is mind boggling. Spawning of soldiers required payment of gold nuggets. Gold ingots & blocks can also be used and you will automatically be given change (9 nuggets = 1 ingot, 9
ingots = 1 block). Spawning is free in creative mode
The Units[/anchor]
Please note I have been slightly changing these stats, refer to the in game menu for up to date states
Militia
Spawned From: Banner
The Militia is little more than a peasant who has been thrust into the middle of a battle. They are armed with whatever they find lying around and their clothing offers
little in the way of protection.
Attack: 4
Health: 15
Armour: 2
Man at Arms
Upgraded From: Milita
The man at Arms form the backbone of the armies of the land. They are provided with iron weapons and chainmail armour allowing them to be both durable and deadly
Attack: 6
Health: 20
Armour: 6
Knight
Upgraded From: Man at Arms
The Knight is provided with the best iron based weapons, armour and shields. Their heavy armour and shields make them the most durable warriors in the land.
Attack: 8
Health: 25
Armour: 15
Special: Arrow Block - 25% of all projectile damage is ignored by the Knight
Sellsword
Upgraded From: Man at Arms
Armed with 2 of the best iron based weapons in the land, The Sellsword are easily able to take down more heavily armed foes. This however does come at the expense of their armor, which is less heavy then other units.
Attack: 9
Health: 25
Armour: 12
Special: Penetrate Armour - A small proportion of the damage the Sellsword causes ignores armor
Special: Leap - The Sellsword leaps at it's target (I am not sure if this is actually working yet)
Spearman
Upgraded From: Milita
Although the Spearman's weapons may be slightly unwieldy, they more than make up for it in the extended range their iron weapons provide. Coupled with their chain based
armour this makes the Spearman a formidable force.
Attack: 6
Health: 20
Armour: 6
Special: Extended Reach - The Spearman's weapon allows it to attack from a couple of blocks away
Special: Slow Attack - Due to the Spearman's unwieldy weapon, the Spearman attacks at a slower rate
Pikeman
Upgraded From: Spearman
he extended range provided by the Pikeman's iron weapons allows them to attack enemy safely from a short range. Even those enemies that do get past their jabs must face
a heavily armoured foe.
Attack: 8
Health: 25
Armour: 13
Special: Extended Reach - The Pikeman's weapon allows it to attack from a couple of blocks away
Special: Slow Attack - Due to the Pikeman's unwieldy weapon, the Spearman attacks at a slower rate
Commanding Units[/anchor]The current command will be shown in the display text above the soldier. The health bar is displayed just below this, it will change colour from green to red dependingon the current health. Below the health bar is the experience bar. Units will gain experience for every hit they preform against an enemy mob. The experience bar changesfrom purple to light blue.
After units have not seen an enemy for 15 seconds, they will sheath their weapon. At this point the unit will begin to slowly heal itself. Soldiers will also drink any potion you hand them.
Units will automatically break whatever it is they are doing if they see a mob (within 16 blocks) to attack the mob. Mobs will also walk towards and attack units. Mob do not currently attack exploding mobs (eg creepers) as this would be akin to suicide. Likewise units do not currently attack units on different teams.
Pointing at a soldier from less than 5 blocks away and pressing the 'X' button will select the soldier. Multiple soldiers can be selected.
Alterntivly soldiers can be selected using the trumpet. This item will select all soldiers in a 15 block radius. It is crafted like so
*Any colour wool can be used.
When selected the Order menu will appear on the right side of the screen
The soldiers current order can be changed by pressing the up and down arrows and selected by pressing the Return (Enter) key. Pressing the 'C' key will close the menuwithout issuing an order
Stand Guard
The stand guard command is the default command for units. In this command the unit will stand in place. They will only move if an enemy mob is seen, after the enemy hasbeen dealt with, the unit will return to its position.
Follow
The follow command allows you to set units to follow the commanding player. Units will continue to follow the player (unless an enemy is sighted) until told to doanother order.
Goto
The go to command is a way for you to more easily move your soldiers around a battlefield. When selected an arrow will be displayed on top of the block your mouse is over. Pressing select will cause all your selected units to move to this point. There is a limit on how far units can travel of 50 blocks. This can be changed in the config file (decrease to improve preformance and increase to improve distance)
Morale[/anchor]Mine & Blade units prefom better when they are well fed and surrounded by teammates. The current morale of a unit can be viewed by the colour of the order.
The current morale level will affect the following statistics- Attack damage
- Armour
- Walk speed
- Experience gain
- Feeding soldiers food (not rotten food)
- Having more soldiers around (the higher tier the more morale bonus)
- Making a killing blow on a mob.
- An ally making a killing blow
- Having a player nearby
- Degrading over time
- Feeding soldiers roten flesh
- Having enemies around
Multiplayer[/anchor]
Starting with alpha 6, Mine & Blade: Commander has the ability to set up multiplayer games. When started (using the command /mb-start) all players will be randomlly assigned a team (right now it is only red & yellow). Players will only be able to spawn & control soldiers of their own colour. Soldiers will also attack other soldiers on different teams (also players not in creative mode). Games can be ended by the command /mb-end.
Games are saved when you save a world and if you log on then off again you will be placed in the same team (Unless a new game has started). The mod will also attempt to keep the number of players even when new players log on.
Commands:
/mb-start : Starts a new Team Based Game
/mb-end : Ends current team based game
/mb-restart : ends current game and starts a new game (reshuffling teams)
Your current team symbol is displayed in the bottom right corner of the screen. The symbol of the team that another player is on will be displayed above their name. This will only be displayed if you have the Mine & Blade: Coremod (correctly) installed. Coremod is currently broken
In the future I will add the ability for the host to determine which teams are avaliabe, the optional ability for all players to select teams and a way to convert flags of different colours into your colour (this is the reason red & yellow were chosen)
Updates[/anchor]
As of alpha 5, Mine & Blade: Commander takes advantage of the amazing Mod Update Manager by Vazkii & TheWhiteWolves. This means whenever I issue an update, you will notified in game and linked to this page. There is also an option to download the mod directly, this will open a browser and download the latest version as normal. The only thing left for you to do is replace the old zip with the new. You can also view the changelog for the most recent update.
Furthermore, to any modders out there you should really think about taking advantage of this API. Its extremely easy to set up (I did it in less than 5 minutes) and we really should get behind and support Vazkii's amazing work
[/anchor]- Download and Install Minecraft Forge Universal
- Make sure you follow all the installation instructions for Forge.
- The mod was built on version 6.0.1.349, if you have troubles, try this version before posting about crashes.
- Download the latest version of Link Removed
- Place the downloaded Mine & Blade Commander.jar file in your mods directory
(Optional Client Only) Download Link Removed and place it in the "coremods" directory *. Coremod is currently broken- Run Minecraft
This file allows me to access the RenderPlayer.class without actually editing it to display the symbol above players heads. It is not required but highly recomended for multiplayer games. In addition it does not need to be updated when minecraft updates, it downloads the data required from the internet after minecraft updates (and I tell it to)
[/anchor]
Q: My game crashes, what do I do?
A: Make sure you followed all the installation instructions for both the mod & Forge. Also make sure you have no incompatible mods installed (either incompatible with this or Forge). If you are still having troubles I need a crash report and detailed description (when it crashed what other mods etc). Please read Crash Repots 101 about obtaining, reading, debugging and posting crash reports. I will likely ignore people not following these instructions.
Q: Can you work on Battlegear instead of this?
A: No. In fact I will scold & report anyone who asks this. It is against the forum rules to pester a modder to update. I have been very clear about the reasons I am not continuing that mod, please drop it.
Q: Can you add more player weapons/armour?
A: No, this mod is focusing on the units not adding stuff to the player. I don't want to take up item ids just to make new weapon clones that are better implemented in other mods. If you want new weapons try Balkon's weapon mod. It is a well thought out and balanced weapon mod.
Q: I have an Idea for a new feature
A: Feel free to post it (as long as it is not the idea stated in the above FAQ), but please read this post to make sure it's not already implemented and I am not planning on adding it later. Please also scan the last couple of pages for others recently asking for the same (or similar) ideas. This should help me by not being constantly posted the exact same suggestions.
Q: When using the goto or command or attacking the units lag
A: Reduce the pathfindSearch variable in the config File. I am still trying to find the best balance between usability and performance but it is largely computer dependent.
Q: I love your mod and wish to donate but I cannot find a donate button
A: Please do not donate to me, I do not do this to make money in any form (which is why I don't use adfy links). If you do have your heart set on donations, please send you donate to one of the many worthy charities, they could do many greater things with the money.
[/anchor]
Known Bugs- The trumpet is not craftable if you downoladed early after release if you experience this re-download (it has been fixed now)
- There was also a problem with the final weapon choice for the spearman & the pikeman (it was displaying as a pink squared). This has also been fixed so if you experience this, redownload the mod.
- Mobs from Invasion mob do not see or attack Mine & blade units, even when attacked. Units from Mine & Blade still attack invasion mod NPCs , which in a way give the player a huge advantage, crippling the invasion mod
[/anchor]
Mod Review by The AtlanticCraft
Teaser 1 - Spawning & Customisation Interface
Teaser 2 - Militia v Zombie Battle
[/anchor]
Banner 1 - Melee Soldiers
[center][url="http://www.minecraftforum.net/topic/1542377-142-mine-blade-commander/"][img]http://i.imgur.com/gcyuM.png[/img][/url][/center]
[/anchor]- More orders
- GoTo Command
- Group Command
- Possibly Patrol
- More Units
- Archers will be the next "Tree" Implemented
- Additions to the Morale system
- Enemy Units (likely Orcs & Goblins) spawning both in groups and in generated structures
Things that WILL NOT be included- Player versions of the weapons
- Player versions of the shields
- Player Dual Wielding
- Units that gather resources for you
- Units that build structures for you
0.0.06 - alpha 6
Bugs Fixed- Militia are able to select the pitchfork again
- Pikeman are able to select the glaive
- Added the goto command
- Added the trumpet
- Added multiplayer games
- Only Red & Yellow teams are active
- Games can be started using the /mb-start command
- You can only control/Spawn soldiers of your team in this mode
0.0.04-alpha 5
Bugs Fixed- Zombies should attack soldiers again
- Mobs that do not use the new AI system (eg spiders) should now attack soldiers on sight.
- Now using a slightly modified (until my pull request gets merged) version of Mod Update Manager.
0.0.04-alpha 4
- Updated to Minecraft 1.4.4
- Changed the unit system to a way that is not backwards compatible (meaning you will loose all your soldiers)
- This release is more of a snapshot then a full release, some parts (eg the morale system) are not compleated. I have tested for runtime crashes but mainly I need feedback on balance
- Fixed a bug that prevented the mod from being used on servers
- Fixed a couple of bugs in the rendering of the GUI (hopefully)
- Fixed the mod logo not being displayed in Forge's mod page
- 3rd tier melee units (Knight, Sellsword & Pikeman)
- Beginings of the morale system
- Morale can be viewed by the colour of the order (for the moment the actual value is also displayed in brackets, I will remove this later)
- The morale level (between 100 & -100) will affect the following stats (High, Neutral, Low)
- Attack damage (+1, 0, -1)
- Armour (+2, 0, -2)
- Walk speed (+10%, +0, -10%)
- Experience gain (+1 per hit, normal, -1 per hit)
- The following things increase morale
- Feeding soldiers food (not rotten food)
- Having more soldiers around (the higher tier the more morale bonus)
- Making a killing blow on a mob.
- An ally making a killing blow
- Having a player nearby
- The following decrease morale
- Degrading over time
- Feeding soldiers roten flesh
- Having enemies around
- There are still a few modifiers and effects I want to add to this system, and even in it's current state needs to be balanced, so let me know how it goes.
- Added an option for a hood on the Militia
- I am not really happy with it, I may need to work on it or turf it.
0.0.3 -alpha 3
Bugs Fixed- Fixed Rendering issue where unit's hair and eyes would ocasionally flicker
- Fixed an incompatibility issue with Optifine's random mob feature that would change the colour of the red soldiers
- Added the 2nd tier melee units
- The Man at Arms (Militia with better stats)
- The Spearman (Slower attack, but attacks from a few blocks away)
- Reduced Militia's base health from 20 to 15
- Added a new command to upgrade soldiers
- The selection box around units will now be the same colour as the units team
- Added side panels to the spawn interface showing a description and stats for the current unit selected
- Soldiers with long "thrusting" weapons have a slightly different swing animation.
- Added a few missing strings to the .lang file
- Changed all instances of "Armour" (English-GB) to "Armor" (English-US) (as much as this killed me) I will provide an English-GB lang file at a later date.
- Improved Unit handeling of wooden doors
0.0.2 - alpha 2
Bugs Fixed- Units should no longer walk 1 block when put into stand guard command
- They will however still walk to the center of the current block
- Soldiers will no longer despawn when no players are around
- Soldiers will now attack mobs that attack them if they do not have a current target
- Soldiers will no longer be naked when under the effects of invisibility (only weapons will be shown)
- Created a new Order Interface
- Pressing the X key while having a mouse over a soldier will bring up the interface
- Orders can be selected by pressing the up and down arrows or Z key
- Return selects the order
- C de-selects all soldiers and closes the interface
- Multiple soldiers can be selected
- Soldiers can now be fed potions
- Soldiers can now be fed food which increased their base heal rate.
- Reduced the armour of Militia from 3 to 2
- Increased the minimum range soldiers follow a player from 2 to 3.5 blocks
- Soldiers will now attack a player if the player causes > 10 damage in a small time frame.
0.0.1 - alpha 1
Initial release
Legal StuffI have used parts of textures from the following texture packs (with edits)- Man at Arms/Spearman's Helmet from the Chain armour in SMP's Revival Texture pack
- Knight/Sellsword/Pikeman helmet from the iron armour in SMP's Revival Texture pack
Terms of use
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft
(http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions
of this MOD require advance written permission of the OWNER and may be subject to certain terms.
[represent]
-
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oCrapaCreeper posted a message on Upside Down Mobs Easter Egg!My Wolf learned to play dead!Posted in: Recent Updates and Snapshots
- To post a comment, please login.
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Or is it?
Let's face it, in any Survival world you're in for an extended period of time, 80% of accidents are going to happen in the Nether. And most of them involve your stuff getting incinerated. Still, you can very easily carve an enclosed minecart track through the nether to your destination portal, at which point you are protected from Ghasts, Magma Cubes, Blazes and Skeletons. The final mob, Zombie Pigman, won't hurt you so long as you're being careful. All of a sudden, you want to go to the Nether for it's original intended purpose, travelling long distances faster than normal, and your only question is, what drawback is there?
Problem? Yeah.
Now, there is another Nether suggestion out there, but it's focussed on making the Nether more developed. This is focussed on making the Nether harder. So how hard should it be? Not all of us are Super Hostile masters, and those that are still shouldn't be able to waltz through the Nether. I propose the following:
-Zombie Pigmen aggro easier; potentially by getting to close to you or taking any form of damage.
-Zombie Pigmen that spawn in your minecart tunnel will attack you even if you are being careful.
-Ghasts will attempt to mine through netherrack (Or whatever else) to reach you.
-Disrupts your tunnels, again so they aren't as safe.
-Wither Skeletons (And normal ones) spawn on all solid blocks that are not netherrack, soul sand, glowstone or gravel.
-So they will spawn in your tunnels that you tried to protect from Ghasts.
-Magma Cubes, Zombie Pigmen and Wither Skeletons can spawn in non-solid blocks (Lava, minecart rails, etc.)
-So that even if your tunnel floor is just minecart rails, they will still spawn.
-Magma Cubes grow over time.
-So there will be more larger ones, and killing them but not finishing them off can lead to bad situations
-Magma Cubes don't take knockback.
-Seriously... atm, it's way too easy to kill a Magma Cube (And Slimes, but besides the point) without getting hurt.
-Ghasts spawn more frequently
-There's a lot of space in the Nether... and so few Ghasts?
The Nether is supposed to be the hardest part of Minecraft, and it is. But let's make sure that it's hard enough that people aren't just worried about it, but Fear the Nether.
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You do realize that the whole point of snapshots is to find bugs? Mojang testing it themselves enough to find all these bugs would defeat the purpose.
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...What? How in the world do you expect him to get a picture of his friend telling him that? And why do you want a picture anyways?
/facepalm
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-add underwater contentNot necessary. Nice, but not necessary.-add the "capture the flag" mode
-fix up the biomes abit so a tundra can't go right next to a desert.
-visible fish mob
-the "red moon" idea <<Um, what?
-
a use for ender-dragon egg<< Again, not necessary-
a non-cosmetic use for lapitis<< Same as above-use those desert textures for something.
-more world genoration options (toggle weather, time, and add the old indev genoration options)
-finish off the npc's (they should repair, trade stuff and have some diologe)
-writeable/readable books
-more potions and potion ingrediants
-
fix up the enderdragon it needs to more then just ramming<< I agree, but that's personal preference.-some sort of tutoral/basic crafting guide
-fixing up the werid shadows
-
more fruit from trees besides apples so it is actully worth getting other kinds of tree's<< Not necessary. You get trees for wood. Apples are a bonus.-
fix up the lag<< You have no idea how difficult that is. It's not just "lag = dead;" it's overhauling the whole code so that it functions better.-
more redstone devices/enahncers (like a pluser that looks like a reapeater)<< Absolutely not. Redstone is based off electricity, and is perfect as is.-a way to make nether-brick<< Why?-a use for netherack<< Everlasting fire.-biome spefic mobs (mummys, frosts, etc)
-a gender selection<< No. It creates too many problems.-scarecrows (jeb wanted to add theese awhile back)
-carveable pumpkins
-a way to get sponge and give it's old use back
-more "anthropods"<< Once again, not necessary.-make moss spread across cobble (this was gonna be done while ago)
-if lighting hits a cow it should become a mooshroom<< That would just be weird.-mylsium should spread over grass
-fairer enchantments<< I agree, but not necessary.-add the last bit of music (they were gonna add it but it's name was too long apperntly)
-add the un-used endermen sounds
-give villagers sounds
-add more random music like calm1/2/3
-add ziplines (jeb or notch said something about adding those)
-stop removeing herobrine
Just noting, despite what people think, last I saw Capture the Flag was still coming.
Which boils down to:
-Fix multiplayer.
-Add Capture the Flag Mode.
-Fix Biome Irregularities.
-Fish.
-Desert Textures/Wells
-World Generation Options
-NPC Interactions with player
-Read/write books
-More potions
-Tutorial
-Lighting Glitches
-Biome-specific mobs
-Scarecrows
-Pumpkin Carving
-Sponge Crafting
-Moss Spreading
-Mycelium spreading
-Mob sounds
-Music
-Ziplines
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Over there I see... Green. And a little to the left is... Green. and behind me is... Green. Oh look! A 10000 block Ocean biome!