It doesn't affect us who are 14 as much as those who are older, I mean, really...
We were like 3 or 4.
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Jul 2, 2011Posted in: Survival ModeQuote from keyes528
If you don't like them, don't interact with them. Its that simple.
It's not that simple. If you spawn and run a few miles and find one, you can't just ignore that entire quadrant of land. What if it's an amazing place to build? You gotta kill them all and destroy that village which, in my opinion, is boring as **** and too much God damned work.
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Jun 18, 2011angrybeast96 posted a message on [1.2.5] [SSP] [V1.5] The Art Of Painting, By ABP Mods! FINALLY AN UPDATE!Posted in: Minecraft Mods
Angry Beast, Bosch, And Peach's Mods
Updated For 1.2.5!
MAJOR NOTE:This mod was updated solely by me, without the consult of the rest of the ABP mod team.This mod was rebuilt from the mod up, and has a few changes:#1: The paintings are now stored in a per-world basis, and take less RAM#2: The recipe for the palette is different, it requires wood blocks instead of wood planks
Please post your amazing pixel arts that you make with this mod in this topic!
Also: If you like this mod, show your support by clicking the (+) button next to the number down below.
This Mod requires Risugami's ModLoader, and, for technical reasons, is not SMP for the time being. HOWEVER: A SMP version is in-development, with possible support for vanilla minecraft players to connect as well!
Note about custom paintings: Pictures are saved in a standard png format, to the folder: .minecraft\saves\world\paintings\
This means that you can bring in your own pictures without editing them in game.
Imported paintings must be in a standard RGB format, 32x32 pixels, the game will choke on anything else.
Change Log:V 1.5 Updated to minecraft 1.2.5, by me!
V 1.3 Updated to 1.7.3, thanks to Dooozy!
V 1.2 Should fix that annoying 'black canvas bug'.
V 1.1 Should fix some lag bugs, sorry about that guys... Please note that if you are editing a painting and minecraft crashes (for whatever reason) you will loose all progress, as your painting only saves after you are done with the GUI. V1.1 also makes the small brush the default tool, instead of the larger one.
Client Only, v1.5 for 1.2.5http://dl.dropbox.com/u/25258177/mod_ArtOfPainting - 1.2.5.zip
Many thanks to llama66613 for the idea!
Nov 19, 2010AndrewJohn1995 posted a message on AndrewJohn1995's and GreyAcuman's Rangecraft (OFFICIAL THREAD)A.J's and G.A's Rangecraft - UpdatePosted in: WIP Mods
By AndrewJohn1995 (A.J), Greyacuman (G.A) and generous help from Athdaraxen
Thanks to all whom helped with the thread and the ideas that went into it.
UPDATE: Thursday 6th October - General update of the thread corresponding with the Minecraft updates.
UPDATE: Friday 18th February - Fixed the structure of the thread. Added the previous arrows in. Fixed some spelling mistakes. Changed thread name. Added new banners. Relocated thread history.
-------------------------------------------------------------------------------------------------------------------------------------NOTICE: New banner is up, please use these banners from now on. The old banners will still work but for the sake of the name change and the new graphics we advise you use the new one.
NOTICE: New banner is soon to be made, it will come in two forms, large or thin. As soon as it is released we urge you change your banner accordingly.
NOTICE: Currently we do not have an updated signature banner and until then we shall continue to use the old one. However I would like to ask all current signature holders to CHANGE signatures when a new banner is released.
[url=http://www.minecraftforum.net/viewtopic.php?f=1&t=88513][img]http://img830.imageshack.us/img830/5023/rangecraftb.gif[/img][/url]-------------------------------------------------------------------------------------------------------------------------------------Opening Statement: First off I would like to announce the brand new RANGECRAFT thread which was modified by Greyacuman only recently. With his appreciated revision on the statistics of the old bows and arrows, as well as brand new graphics for some of the ideas, I would like to give joint ownership of this thread to Greyacuman.
TABLE OF CONTENTS
- Flint Arrows
Thrown Weapons don't use ammunition and don't disappear when striking a mob, but use their own durability to determine when they wear out.
The Dagger has the same function as a sword, but only does half the damage. It's main advantage lies in only needing 1 of its primary component instead of 2, and in being able to be crafted without the workbench, allowing you to craft it on the fly in case your sword breaks, or in case you simply haven't been able to gather up enough material, but still find yourself harried by aggressive mobs.
The Dagger can also be thrown to a maximum of about 10 blocks by pressing right click, but deals .5 less damage than when used melee. When thrown, the dagger will embed into whatever block it hits like an arrow, and if it hits a mob, it will fall to the ground after inflicting the damage on the mob. A thrown Dagger counts as a double use against its durability, whether striking its target or not.
In order to pick up thrown dagger, the player merely needs to walk over it and it will be pulled back into their inventory. The dagger defaults to being picked up to the current quickslot, provided it is empty.
Wooden Daggers have a special feature, that they can be set on fire by throwing them through a fire block, which will incur a massive hit to the durability of the dagger. Unlike Arrows, a Wooden Dagger that has been set on fire can set the mobs and blocks that it hits on fire as well.
Above is the preferred recipe, where the recipe for the shovel would be turned upside down, thus allowing the spear to use the shovel's current recipe. Barring that, the Spear would have to use the upside-down shovel recipe;
The Spear function very differently than other tools or weapons. It has an extended melee range of 4 blocks instead of 3. However it only does full damage, equal to the pickaxe, at the 4 block range, and don't NOT incur ANY knockback at this range. If an enemy gets inside of this range, then using the spear will knock the enemy back, but will only deal damage equivalent to using the fist.
The spear can be thrown, much like the dagger, by using right click, and similarly cost double durability for each throw, but the spear will do full pickaxe damage if it hits a mob.
Wooden Spears have the same attributes as Wooden Daggers when thrown.
Yes, that's right, you can already make your avatar look like Link, you've got the sword, you've got torches, bow, explosives, and what are essentially Light Arrows, so why not just go whole hog and throw in boomerangs?
Aim with Mouse, right click to throw. When thrown, the boomerang will fly straight out and then return to the player. If the boomerang will ricochet off of solid blocks. If it hits a mob, it will knock them back similar to a snowball, returning to the player if the mob was hit directly, and continuing on its path if the mob was hit after a ricochet.
If the Boomerang hits any items that are dropped on the ground it will pick them up and bring them back to the player. Boomerangs can also be used to shear sheep, and knock off torches and other objects that only require 1 hit to break; torches, redstone torches, flowers, mushrooms, saplings, reeds, seeds, and crops. Additionally, boomerangs will also activate any buttons or levers that they hit during their flight, as such they can be used to activate explosive traps without the need for you to be within punching range.
ALL Boomerangs will also catch on fire if they are thrown through fire or they will be destroyed in lava, this will incur heavy hits to their durability, but will also be able to set mobs and blocks that they hit on fire (because of how boomerangs ricochet, caution should be exercised when throwing boomerangs near fire and flammable blocks, like trees).
A Wooden Boomerang has a range about twice that of a melee attack, Gold, Stone, Iron, and Diamond are 2x, 3x, 4x, and 5x melee range respectively. Durability is roughly half that of a tool of the same material. The boomerang can be thrown infinitely without affecting the durability, but each mob hit, item broken, and item picked up will count as a separate use.
The brick can be thrown to a distance of roughly 6 blocks, and will do 1.5 HP of damage on impact. Each time a brick hits a mob, it will have a 50% chance of not breaking, but dropping to the ground. A brick has a 25% chance of not breaking when it hits a stone or wood type block, and a 100% chance of not breaking if it hits a dirt type block.
Bricks will break glass blocks on impact.
Snowballs will have their range reduced to only 10-15 blocks. In addition to knockback, snowballs will have additional effects when thrown; A snowball will put out the fire on any face of a block that it hits directly, and will have a 50% chance of putting out any fires on all other faces of that same block.
Mobs that are on fire, including the player, will have a 50% chance of being doused when hit by a snowball. If the player is on fire while holding a snowball, right clicking will automatically target themselves with the snowball. If a snowball lands on a non heated solid block, it will have a 50% chance to place snow on that block. Landing on non-heated water spring block will have a 50% chance of turning that block of water into ice.
Eggs will have their range reduced to only 10-15 blocks when thrown. Their abilities are otherwise unchanged; 12.5% chance of spawning a chicken where the egg is thrown, and 3.125% chance of spawning 4 chickens.
Powder Bombs -
The Powder Bombs can be thrown roughly 10-15 blocks using right click. If a block is currently being targeted, then the powder boomb will simply be placed on the block that is targeted. When placed, the powder bomb will leave a residue similar to redstone dust that will catch fire if any of the blocks next to it are on fire, lava, or torches, or if Flint and Steel are used on it.
If thrown at a block that is already on fire or has a torch on it, then the powder bomb will explode on contact, breaking the block that is on fire, or that the torch is attached to, as well as damaging any enemy that is immediately touching the block that is broken.
The Grenade is lit by pressing right click, and then thrown roughly 10 blocks by releasing right click. It explodes with a power of 2 (creepers have an explosion radius of 3, and TNT has an explosion radius of 4), as well as damaging enemies caught in the blast radius.
If held too long after being lit, the Grenade will explode in the players hand, injuring them. Despite their blast power, Grenades will never be able to kill even an unarmored player in a single shot, even on hard difficulty, though being directly centered on the explosion would still use up the majority of the player's health.
Any item that can be used as ammunition can be placed in the Ammunition Slot through the inventory screen to set that as the default ammunition to fire, provided that ammunition is applicable to the ranged weapon the player is using. Any item that is specifically ammunition will have the feature that right clicking while holding it will switch it out with whatever is currently in the ammunition slot.
If the Ammunition Slot runs empty, and the player still has more stacks of the same type as what just ran out, it will automatically refill using that stack of items. Ammunition that is in any of the Pack Specific inventory slots will not be searched for doing this. If there are no matching stacks of items, and the ranged weapon is attempted to be fired, it will search through the inventory for any other items appropriate for use with that ranged weapon.
The Sling is the most basic ranged weapon, able to be crafted with only 1 string and 1 leather. It can fire 128 shots before wearing out. In order to use it, the player must hold right click and wait from 1-2 seconds for the sling to spin up to speed and be fired, making it somewhat difficult to aim.
- Stone Bullets -
Stone Bullets are ammunition specifically gathered for use with the sling. They can be hurled 25 blocks and deal 1HP of damage. They can not be reclaimed when thrown.
Eggs can be put in the ammunition slot to be used by the sling, and thrown roughly 25-50 blocks. Their abilities are the same as when thrown by hand.
Snowballs can be put in the ammunition slot to be used by the sling, and thrown roughly 25-50 blocks. Snowballs thrown by the sling will have the same effect as when thrown by hand, including if the player is on fire.
Slimeballs may now be used as ammunition for the sling. Due to their sticky nature, they will only travel 20 blocks, and if they strike an enemy, that enemy will be stuck in place and unable to attack for several seconds. If the Slimeball lands on a block, that block will also cause any mobs that steps on it to become stuck temporarily, though it will not affect their ability to attack. If Notch later adds a use for slimeballs that implicate it with non-sticky properties, then the slimeballs will need to first be run through the furnace in order to obtain the sticky slimeballs needed for ammunition.
In a pinch, Flint can be used in place of Stone Bullets directly, and deal the same damage as Stone Bullets, but because of their rough design, they can only be hurled 20 blocks, and will cause double durability to the sling when thrown.
Clay can be hurled by the sling as far as stone bullets and using the standard amount of durability, but they only deal .5HP of damage per hit.
If Powderbombs are implemented, they will be able to be placed in the Ammunition Slot in order to be thrown further by the sling. This can be used in tandem with Torch Arrows as a method of starting fires from a distance. Without using an Igniter Bow.
If bait mechanics are implemented for non-fish mobs, then pork and some other bait items would be able to be thrown further by using the sling.
Bows can fire nearly any type of arrow, except for those that require fire for their activation. The Wooden Bow can fire 256 shots (firing the typical arrow 40 blocks) before breaking and offers no bonus to the distance fired. Bone Bows are used by skeletons, can fire 448 shots before breaking, and can fire 10 blocks further than a regular bow. Iron Bows can fire 832 shots, can fire 20 blocks further than a regular bow, and can be crafted into an Igniter Bow. Holding Right click draws bow, releasing right click fires bow.
- Flint Arrows -
Flint Arrows are the standard Arrow for use with a Bow. They can be fired roughly 40 blocks, deal 2 HP of damage and can be recovered if the player misses.
Glass Arrows -
Glass Arrows are much sharper than Flint Arrows, and deal 2.5 HP of damage. However due to their fragile nature, they cannot be recovered if they do not hit a mob, so accuracy is a must.
Obsidian Arrows -
Obsidian Arrows are even sharper than glass arrows, dealing 3 HP of damage, and can still be recovered if they do not hit a mob. Obsidian Arrows have a maximum stack limit of 32.
Torch Arrows -
Torch Arrows allow the player to place torches at long distances, anywhere they can aim with the bow. Because of their extra weight, Torch Arrows can only be fired half as far as normal arrows.(including bonuses given by higher tiered bows)
If the Torch Arrow is fired at the underside of a block, it will place the torch, but since torches cannot be placed on the ceiling it will immediately fall off, dropping a torch that can be picked up into the inventory. Torch Arrows cannot be recovered after placing a torch with them, they are destroyed in the process of placing the torch. Torch Arrows can be fired at mobs, but do no extra damage, so the torch used to craft it will be wasted.
Redstone Arrows -
Redstone Arrows Function entirely the same as Torch Arrows, but place Redstone torches instead of regular Torches. This can be used to activate or alter Redstone circuitry from a distance. Redstone Arrows have a maximum stack limit of 16.
Glowstone Arrows -
Glowstone Arrows can be used to place a Glowstone block where they strike, much like Torch and Redstone Arrows, however if they hit a mob, they will temporarily blind the mob, causing it to continue moving/attacking in whatever direction it was aimed at when struck. This can be particularly useful for getting enemies to attack each other and cause infighting. Glowstone Arrows have a maximum stack limit of 16.
Sticky Arrows -
Sticky Arrows function almost entirely the same as Sling-thrown Slimeballs but with longer range. If they strike an enemy, they will deal minor damage (.5 - 1 HP) and that enemy will be stuck in place and unable to attack for several seconds. If the Sticky Arrow lands on a block, that block will also cause any mobs that steps on it to become stuck temporarily, though it will not affect their ability to attack.
If Notch later adds a use for slimeballs that implicate it with non-sticky properties, then the slimeballs will need to first be run through the furnace in order to obtain the sticky slimeballs needed to craft Sticky Arrows.
The Igniter is made from an Iron Bow, but trades its superior durability to become the only Bow capable of activating Fire, Spread Shot, and Explosive Arrows. Another feature the Igniter loses is the ability to auto-equip arrows when the Ammunition slot has run out. Equipping arrows to the Ammunition slot must be done manually, either through the inventory screen, or by using the right click feature of the specific arrow from the quickbar.
The Igniter only has 65 shots before it will break, which seems ridiculously limiting until one becomes aware of the ability to repair it to full durability by crafting it with a FRESH Flint&Steel. Regular arrows can also be fired by the Igniter, which will give them a "flaming" effect that will not actually burn anything nor provide light, but this counts as double use against the Igniter's durability.
- Neth Arrows -
Once lit, Neth Arrows will remain burning until they disappear. They will disappear immediately when they light a mob or block on fire, but if landing on a non-flammable block, they will simply remain on it, keeping the block on fire until they disappear naturally. Mobs wandering over a Neth Arrow will take fire damage, but will not catch on fire. Only 16 Neth Arrows can fit into a single stack, and they cannot be recovered once fired.
Spread Shot Arrows -
Spread Shot Arrows allow the player to fire multiple arrows all in a single shot. Because of the heavier weight, the Spread Shot Arrow itself can only be fired about 10 blocks. Fortunately, at the apex of its arc, the fuse will burn through, releasing, and at the same time setting off the charge that propels, the 9 individual arrows to roughly another 45 blocks further, usually landing in a target area of about 3x3 to 5x5 blocks, depending on the distance. Only 8 Spread Shot Arrows can fit in a stack and they cannot be recovered after firing.
Ghast Arrows -
Grenade Arrows are possibly the most powerful projectile in the game; the only one capable of a 1 shot kill and also dealing structural damage to nearly any part of the landscape it hits. The Grenade Arrow has a blast power of 2(half that of a single block of TNT) and explodes as soon as it strikes its target.
Due to the heavier weight, a Grenade Arrow can only be fired 25-30 blocks and cannot be stacked.
Crossbows fire heavier projectiles called Quarrels, which do more damage, but are more expensive to make than Arrows. They travel faster(2x flight speed), fly straighter(barely any arc), and hit harder than a bow does(2x knockback) Even though they have less of an arc, their range is still roughly equivalent to a bow of the same quality(Wooden = 45, Iron = 60) Due to their more complex design, they are less durable than Bows of comparable material (Wooden = 192, Iron = 448)
Crossbows have a 2 stage system to firing, the first time right click is pressed while holding the crossbow will load the quarrels, which can take several seconds to complete. Once loaded, right clicking a second time will fire the Quarrel.
- Iron Quarrels -
Standard Ammunition for the Crossbow. Maximum stack of 32, and deals 3.5 damage to the mob it hits.
Gold Quarrels -
Gold can be substituted for the head of a Crossbow Quarrel, Maximum stack is still 32, but deals only 3 damage for each shot.
Gold Quarrels primarily give the player other options if they want to conserve iron, but may also allow for Enchanted Gold Quarrels to be made so that they can still be recovered even after hitting an enemy, or perhaps can ignore armor if player vs player battles are supported, or if armored enemy mobs are ever implemented.
Diamond Quarrels -
Strongest Quarrel, deals 5 damage with each shot. Still has a maximum stack of 32.
Rope Quarrel -(Rope is crafted from Vines & String)
Due to the unique nature of how the Crossbow is loaded before being fired, on top of it's heavier firing power, the player can first knock a Quarrel in the Crossbow, and then place the Rope into the ammunition slot(up to a stack of 64) Upon firing, the Rope will be attached to the Quarrel that is fired (with graphics similar to the line of the fishing rod when cast, but thicker and white in color)
If the Quarrel hits a mob, then right clicking while still holding a crossbow with Rope ammunition will drag that mob back to the player.
If the the Quarrel hits a block, then it will attach the Rope to that block, and if the player right clicks, while still holding the crossbow with Rope ammunition, the Rope will be reeled back in until the Rope is taut, at which point the player will be reeled. Right clicking while aiming at a block will attach the other end of the Rope to that block, at which point the Rope animation will be replaced with a series of Rope blocks that can be walked across or climbed.
Left clicking will sever the Rope, allowing it to hang down from where it is attached, and once the Rope goes prone it will be replaced with a series of Rope blocks that can be walked across or climbed.
If the amount of Rope is shorter than the distance from the point the Quarrel struck, then it will be removed from the player's inventory and treated as if severed.
The Fishing Rod will no longer be capable of being stacked, but to make up for this and its limited number of uses,(which may be increased to as much as 65 instead of the current 33) repairing a fishing rod only requires an extra piece of string. Additionally, the Fishing Rod will use the Ammunition slot for bait, provided an applicable item type is in it.
Fishing CAN be done without bait, but generally will give poor results; longer times before a nibble, shorter nibble length through which the fish can be caught, always the smallest fish type. Bait will provide faster response from larger fish, and longer nibble times to catch them in, but bait is lost any time a bite occurs, whether the player catches the fish or not.
The Rod will lose one point of durability with each cast, and if the hook gets caught on a block or non-"fish" mob or other entity it will count as a double use. Catching small fish will not further drain the durability of the Rod, but large fish(possibly including sharks) can incur heavy hits against the durability of the Rod in their attempt to get away, possibly breaking the rod in the process even if it had been cast with half of its durability.
- Grass Seeds -
Grass seeds are the most basic bait. It only gives access to the standard fish and shorter waits for a bite, but the bite length remains about the same.
Slimeballs, sticky by nature are still apparently appetizing to fish. their sticky nature makes sure that any fish that bites will take a while before it lets go.
Mushrooms may not actually catch anything, but it could be perfect incentive to get a pig to go the direction you want. Just cast the mushroom where you want to go and the pig will follow, perfect for riding.
Bread can attract large or small fish. Each bread has 5 uses, and each "bite" taken out of the bread will drain 1/2 of a heart from the amount the bread can heal the player by. This will also prevent the bread from being used in any recipes that may include bread as one of the ingredients.
The typical diet of Larger fish is smaller fish, so once a smaller fish is caught, they can in turn be used as bait to catch larger fish.
Only use Pork if you're hoping to tussle with the most dangerous inhabitants of the sea. Even if they don't wreck your Rod and you manage to drag them onto shore, you may still have a battle on your hands attempting to finish them off.
If Rope is placed into the Ammunition Slot while holding a Dagger, then throwing the dagger will let the Rope be attached to it. This operates much like attaching a Rope to a Quarrel, but the dagger will never travel further than the length of the Rope the player has attached to it.
The player can also press right click before the dagger embeds into a block in order to pull it back to them. Caution must be used with this, as the dagger will still act as if being thrown so if it strikes the player, the player will take damage. While the Rope has not yet converted to Rope blocks, the player can even swing on the Rope in order to cross gaps.
Vines use 2 types of blocks; the Vine, and the Vine Sprout. (Vine Sprout can be crafted from 4 Vines. Vine Sprouts are the part of a vine that can be planted and from which the vines themselves actually grow from.
They can only be placed on Dirt (not tilled soil or grass), Logs, and Mossy Cobblestone. Once planted, Vinesprouts will seek the shortest route to a water source, or a level lower in altitude(like what water does), and each day will grow vine blocks along that path. Bonemeal can be used on a Vinesprout to force it through 1 day's worth of Vine growth.
Vines are unique in that instead of growing up, they grow down(or out to the sides if down isn't an option) and never up. Vines cannot be placed by the player and can only grow from a Vine Sprout or another Vine that has a connection to a Vine Sprout. If a Vine block is broken, then all vine blocks not connected back to a Vine Sprout will break, dropping vines that the player can pick up, much like how breaking the bottom block of a cactus will break all cactus block above it.
A Vine block does not need a block below it, as long as it has either a Vine block above it(or a vine block above a non-vine block that is directly beside it), or a vine block to each side of it. Vines will only grow across Grass, Tilled Soil, and blocks that Vine Sprouts can be planted on. If there are multiple routes that are equally close to water/lower altitude, then vines will be sent out in all applicable directions. If 2 or more vines try to grow into the same block, they will force a Vine Sprout to occupy that block, even if it means turning a grass/tilled soil block into a dirt block.
If a Vine Sprout is planted on a block that is directly adjacent to a water block, then the VineSprout will grow into a weeping willow tree. The weeping willow has log blocks like any other tree, but instead of leaf block, vine sprouts will be on top of each log block, sending vines down towards the water.(vines will never grow directly on top of a water block).
Any Vine block can be right clicked on in order to grab onto it like a ladder, allowing the player to walk across vines that are suspended over open air, or climb up the side of vines. Vines can be crafted with Reeds to make a Hose (for breathing underwater, if attached to a boat) or crafted with string to make a rope.
Rope blocks can be placed on any block. As long as a rope has a block under it, or another rope block above it(or above the non-rope block next to it), or a rope block on both sides of it, it will count as being supported. If unsupported a rope block will break into ropes the player can pick up. Like vines, a rope block may be clicked on in order to attach to it like a ladder.
The main advantage the rope block has is that if the player is holding a rope block, and right clicks to try to place the rope block on a rope block that has already been placed, then the player's rope block will be added to the FAR END of the section of rope blocks that has already been placed. If the player is trying to place the rope on the middle of a section of rope, then the rope block will be added to whichever end is lower. This will allow players to build climbable structures DOWNWARDS, instead of needing to drop sand or gravel and build it all the way up to where they are.
In the time it took to get where Rangecraft is today we gathered a few things of interest. Old recipe designs, banners and polls. Look around and see for yourself how this thread has gained so much popularity and attention.
For the Obsidian Block article go here:http://theobsidianblock.squarespace.com/magazine/
Remeber that when the article was posted we were still in the thread's early stages and our name was different. We were the first thread to get onto the Obsidian Block's community showcase thread (what an honor), we hope you enjoy the read.
Previous Poll Results: With the creation of a new thread layout and new statistics comes a new poll to help rate them by. Our old poll did very well gaining over 2,000 voters, with 2,098 of them being "Likes". The old poll's results are below.
Thank you for reading our thread and our ideas - Be sure to vote, comment and suggest.
Jun 29, 2011- Overview -Posted in: Suggestions
The "Eye" Block is a block that simply powers redstone wires/devices when its 'vision' is interrupted.
- Function -
The way the block works is that when placed, it faces the player. Right clicking the Eye (or when it is first placed) will cause it to locate the furthest block directly in front of it, and store the distance from the Eye to said block. (Maximum distance would be 16 blocks)
Then, if a block OR entity comes directly in front of the Eye and is within the set range, the Eye will power redstone wires and/or redstone devices. If the obstruction leaves the Eye's vision, the Eye will no longer be a power source.
The Eye can also see through glass and other transparent or non-solid blocks, meaning that a glass block and torch (or water, sign, ladder, etc.) will not trigger it.
Right-clicking the Eye block will reset its range by searching for the furthest block within range again, and setting the distance.
- Graphical Diagram -
note: The red dotted line is not actually visible.
- Applications -
Currently, the only 'sensor' we have that detects entities is the Pressure Plate, but that is limited to a one-block space and blocks water.
The Eye block can cover a 16-block line and only takes up one block of space, meaning this can be applied in situations where pressure plates simply would not work.
Also, traps that make use of pressure plates have the problem where the plate can be removed, rendering the trap harmless. A trap that utilizes the Eye block can detect players at greater range, preventing players from noticing it as fast as they would notice pressure plates.
- Variants -
There should be two variants of the Eye: one using wooden planks in its recipe, and one using smooth stone.
The 'wooden' version detects everything in its range including dropped items, entities (mobs, players, vehicles, dropped items).
The 'stone' version only detects blocks and entities (not including dropped items).
- Crafting -
Possible crafting recipes may include:
Where the red mushroom is Redstone Dust and the yellow flower is Glowstone Dust.
The first recipe enables easy mass-production of the Eye block, but the second recipe gives Glowstone a new use.
- Possible Names -
I'm thinking that an official name of "Detector" would fit nicely, if "Eye block" or some other variant of "Eye" does not.
"There's this mod that..."
YES! I know that mods exist that partially cover this function. However, I am fully aware (and you should be too) that this is the Suggestion forum for MC, not the mod request forum. Please, do not say "There's already a mod that does X."
- Get Satisfaction -
Now there's a Get Satisfaction topic!
- Support -
Show your support for this idea by pasting this into your signature!
- To post a comment, please login.