...and once again, Jeb shows that he simply does not understand game design.
This whole thing smacks of trying to make the player play with villagers only in the very specific what that he's supposed to, in complete contrast to the sandbox nature of the game. Players should not have to use trading if all they want to do is build a village. The amount of manual upkeep makes villagers, as a thing unto themselves, even more worthless. They're still so stupid that they insist on all crowding into one house, and now I have to constantly trade with them for this privilege?
The point of trading was originally to give us a reason to bother with the idiots in the first place, remember?
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Jan 14, 2014Bldsquirrel posted a message on What The?!, Villager Breeding Was Already Diffucult And Pointless, And Now It's Worse.Posted in: Recent Updates and Snapshots
Jan 9, 2014Posted in: Future UpdatesQuote from DragonHeroBlaze
Great, so it's still essentially the same, except rather than being required to have a zombie pigmen farm, you will be required to have a large village and pray to the heavens that the villagers will actually sell lapis AND make sure you have plenty of emeralds to get it.
Don't be ridiculous. What you do is you use the infinite village breeding glitch to create a constant stream of villagers, and a mechanism to sort through them. You dump the ones that have useless trades in lava, and then build a paper farm to milk emeralds from the librarians.
Jeb's minecraft- abusing one set of broken mechanics to make up for another set of broken mechanics!
Dec 17, 2013Bldsquirrel posted a message on What's your current stance of the Beacon? How to improve it?As I've said before:Posted in: Future Updates
The beacon is fundamentally flawed from a balance perspective. It gives out buffs, which are usually things that you want while away from your comfortable base, but it's an item designed to be placed in one important spot and left there. What it really needs is a function that matches its design as a centerpiece for your base. Something that isn't provided by anything else.
My best idea was to make it *highly* visible from ranges outside of loaded chunk distance. Have the game remember where every beacon is placed, and show a shaft of light in that direction even when the chunk is unloaded, up to 1000 or so blocks away. That would make it very useful, without mucking around in the space for other systems like potions or enchanting.
Other random ideas off the top of my head:
-Make all mobs peaceful within its radius.
-Have the beam act like an elevator
-Make plants grow faster in its radius
Dec 17, 2013Posted in: Future UpdatesQuote from Leftypower123
Enchanting makes the player OP anyway though. People always harp about the days where you couldn't outrun your foes and you couldn't get enchantments so easily. I guess this makes it harder to get enchantments again.
People harp about a lot of things. If the enchanting system is so OP, why not just take it out entirely? Making it cost gold to compensate for being powerful is the kind of thinking that gets shot down in the suggestions thread all the time for failing to understand basic game balance. If you've got the gold, then it's still OP. If you don't, then it's not part of the game anyway.
It's the same kind of thinking that gave us the expensive-but-mostly-useless beacon.
Nov 19, 2013Bldsquirrel posted a message on Minecraft 1.8 Speculation and Notes (Do NOT post what you want to see, here. Only what you think you will see.)Posted in: Future UpdatesQuote from Benjamin5349
Can we make it a rule that any posts here must be accompanied with a source? Otherwise you will end up with nothing but a wishlist.
I'll accept that challenged! In 1.8 I expect the following based on past experience, independent of my actual wishes:
-Terrain generation will be monkeyed with just enough to create version borders again without actually fixing any of its current problems.
-Promising but still flawed new features or feature updates will be included in the first snapshot. From there the rest of the snapshots will add random, unrelated features, leaving the major feature of the update unfinished and broken.
-Several major bugs will be added to the game, and not fixed until at least 1.11.
-The new snapshots will give people performance issues and FPS drops.
Nov 4, 2013Posted in: Recent Updates and SnapshotsQuote from Kwitcherbelyakin
Stop being lazy in your exploration or I won't take anyone seriously.
(lol at using "...or it didn't happen" meme. Memes aren't arguments, they're for little kiddies)
You have brought shame to yourself and your family with this transparently dishonest defense of an obviously dishonest claim.
If you want anyone else here to take you seriously, go ahead and do this:
Generate a map using AMIDST with these five seeds:
Then show us how one of each of these biomes is within 2000 blocks of the spawn:
That's just four biomes. Should be a piece of cake.
Nov 4, 2013The fundamental problem with how they approach biomes is that the biome itself is the beginning and end of how they generate terrain.Posted in: Recent Updates and Snapshots
What they should have done was start with an independent height map which could vary between having rolling hills, low plains, plateaus, extreme hills, canyons, areas with generally high elevations, and areas with generally low elevations. From there, they should have pasted biomes over the heightmap according to individual rules for each biome.
That way, you can have more emergent behavior out of the terrain generator instead of seeing the same canned biomes over and over.
Nov 4, 2013Posted in: Recent Updates and SnapshotsQuote from Dolphin263
I'd like to point out to people that the problems imposed by this is easily solved by using a tool like Admist. This is an option for anyone in single player (but you'll need the seed if you want it in multiplayer.) If you're about to say "but I think using Admist is cheating", that is your choice -- live with it.
That is a really stupid choice to have to make, and it isn't a replacement for functional game mechanics.
Exploration is actually a thing in this game. Or rather it used to be, back when there was a point to it. It was something that people actually wanted to do, and had fun doing. It was one of the fundamental aspects of the game, to the point of being one of the primary reasons that some people played it.
Short circuiting straight to the end results of exploration using Admist is not a replacement for that.
Oct 31, 2013Posted in: Recent Updates and SnapshotsQuote from phenox124
Therefore there are going to be bugs, so again, don't complain about somthing that will be fixed
The problem is that we've got a history of bugs *NOT* being fixed, and several of the bugs are major enough that they should have been grounds for holding the update back a couple of weeks. I can't ride my horse across terrain without falling into ravines because of chunks being invisible until I'm two blocks in front of them.
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Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Feb 28, 2013I wrote a mod to explain my idea on how bookshelves can work.Posted in: Suggestions
Released here: http://www.minecraftforum.net/topic/1715814-147-forge-bookshelf/
No download available because I'm still suck at Java. Will try to rewrite it for Forge later.
The new bookshelf is directional block with only one face.
It can change it's state depending on contents.
It can store up to 9 items - all types of books and maps.
The items can't be stacked inside it.
Drops empty bookshelf and contents upon breaking
7 full bookshelves and 1 half-full bookshelf are equal to the old 15 bookshelves in terms of enchanting. You need 45 books for lvl 30 enchantments as before.
The enchantment level is modified as in the old bookshelves -
3 books (or maps) give you 2 lvl incrementation.
6 books - 4 lvl incrementation.
Even though the bookshelf can store up to 9 items, the 4 lvl increment is maximum.
Full bookshelves emit twice more particles than half-full bookshelf.
You can take and store books when you use the table without worrying about maximum lvl decrementation.
For mapmakers it is possible to create big libraries where you can actually hide some code/password or just stories.
You can use the bookshelves as redstone switch because it cause updates upon contents change and open hidden passages etc.
Mar 3, 2013Regular_Hexahedron posted a message on The Extruder - Automatically place and collect blocks!What if you could automatically place blocks, or return them to item form in storage? Imagine the endless uses. Here's an idea for a new block, which I'll call the Extruder.Posted in: Suggestions
The extruder would be a container block with a single inventory slot. The block would have a hole on one face, that you could orient in any of the six directions. You could put any item inside of it, but only placeable blocks would have any useful function. Extruders would have two functions:
1) Take blocks out of the extruder and place them in the world
2) Remove blocks from the world and store them in the extruder
Extruders would not react to redstone themselves, but would instead be entirely reliant on pistons for all their functions.
When a sticky piston is touching the extruder's hole, and retracts, it would pull one block out of storage within it.
When a sticky or regular piston pushes a block into the extruder's hole, that would return it to storage. The piston would not be able to extend if the extruder's slot is full or contains a different kind of block.
You would only be able to manipulate blocks that can be moved by pistons. So no moving obsidian or bedrock. And no planting seeds or flowers, or anything else pistons break rather than push or cannot pull (that kind of function is better suited to dispensers anyway).
I think this is a balanced and useful way of moving blocks between item and physical form. Using pistons and hoppers you could create some very complex harvesting and construction machines. Yet needing pistons prevents this from being far too high tech or powerful.
Oct 7, 2012Oh great, another one.Posted in: Recent Updates and Snapshots
Minecraft's development does not revolve around your opinion. Mojang's not going to simply drop the new features because a single person disagrees
At least give an intelligent reason why 1.4 will hurt the game, instead of making up a non-existent line that Mojang somehow crossed.
EDIT: Okay, seriously, can we stop bumping this? We're beating on a dead pig here. Chances are, whatever you have to say has already been said within 26 page lifespan of this thread.
Jun 1, 2012Hay bales, made of wheat, or grass. Version 1.6Posted in: Suggestions
Have you ever feared that your chest will once fill up with wheat, wheat and more wheat from semi-automatic wheat farm? Fear no more Steve, because with the new hay bale block made out of 9 wheat in a crafting bench, you can now fit nine times as much wheat in your chests! It can even be used for decorative purposes (Just keep the sheep away so that they dont eat your roof or whatever you use it for), and burning, because who doesnt like to burn stuff. And by clicking on the hay bale with a piece of string, which is a loose one when crafted, or putting them together in a crafting bench, you can make a dense hay bale, which uses will be explained later.
"This may sound a bit boring and unoriginal," you may say to yourself, but I did in fact use the search bar.
Anyway, there is more. Because with the hay bale block your sheep, which you somehow lured down into the depths of your
torture chamberobviously nice looking pit of lavaand not meant to kill anything obsidian bunker. Does no longer need to wait for your painfully slow way of getting grass down there. Just put a "dense" or "loose" hay bale down on the ground, use shears on it to turn it into a "loose" hay bale if it started out as a "dense" hay bale and look at your sheep slowly eat it to regain their wool and health while eating it, along with because of some unknown reason feel like breeding as well. So unless you want the sheep taking over your minecraft world, turning you into their slave, you should probably keep them away from each other.
Unless you just make the newly introduced grass hay bale, made of grass, obviously. This will act like the normal hay bale, with the exception that it would look more green, and would not include automatic overpopulation in your obsidian bunker. But thats not the only new thing introduced in the 1.4 update in this thread. Because now landing on hay bales will even reduce fall damage by 33% rounded down. And by putting to hay bales on top of each other this would reduce the fall damage with another 33% for each block, perfect for making assassins creed adventure maps and for people who can´t seem to sneak when building awesome skyscrapers, out of hay bales naturally as they are the best block in the game if they were to be introduced. Sounds interesting doesnt it? Of course it does.
Also there is quite a few differences between the loose hay bale and the dense hale bale;
The "loose" hay bale is affected by gravity, perfect for dropping on sheep to suffocate them. While the "dense" one is not making, it perfect for making easily burnable hay roofs, huge haystack mazes, or whatever your imagination can think of doing with hay bales.
The dense block is not edible either so your sheep can´t even eat your roof while your building. If you do choose to build with the loose ones though; sheep can become just as dangerous as creepers or endermen. Imagine Steve is sitting on his wooden coach in the dark night, suddenly he can hear a sheep eating something. He looks around and suddenly a sheep comes falling from his fancy hay roof into his house. Steve looks up and see a huge hole, and in the next moment a group of skeletons, zombies, creepers, and last but not least more sheep dropping down! The other minecrafters on the multiplayer server could hear a scream in the distance that night, a scream they would never forget.
The end, of a sad story about the truly evil sheep of minecraft.
And for those who enjoy conceptional pictures;
Sheep one: "Oh no, our super evil owner has somehow locked us inside this place which is under no circumstances possible to escape from. It is even without any grass sources to eat at all!"
Sheep two: "What about these weird wheat like block thingies."
One day later:
Sheep one: "Om nom nom nom nom nom nom nom."
Sheep two: "Who could ever have guessed that this extremely awesome wheat thing would be so good, we even regained our wool."
And they lived happily ever after... (Until their owner decided to get himself a dog.)
For the TL;DR people, here is the short version; The hay bale, is a block made out of 9 wheat or grass in a crafting bench. It has two different states; the "dense" one, mostly used for building purposes and the "loose" one which is edible by all breedable mobs except wolves and ocelots. They both reduce your fall damage when landing on them.
To achieve the dense, one must use a piece of sting on a loose hay bale. You can shear the dense one to revert it back to it´s original state. The loose hay bale would act both as a auto breeder, and as a way for sheep to regain their wool without grass. The grass one would be just like the wheat counterpart, just without the breeding effect.
Things added in the suggestion;
1.0; Beginning of the thread.
1.1; Two different states of hay bales (Suggested by AnonTheMouse).
1.2; Added TL;DR version.
1.3; Added poll.
1.4; Added grass hay bales (Suggested by AnonTheMouse) along with fall damage reduction when landing on hay bales (Suggested by MrThirf).
1.5; Added a signature for those who really wants to support the thread.
1.6; Included string use in the suggestion.
There might be some things that are unclear, this is most likely because of the updates to the thread that has been done, so feel free to ask if there is anything you wonder about.
And dont forget to push that 1+ reputation button if you think hay bales are as awesome as the two sheep on the picture thought they were. And if you think this is so amazing that you want a link in your signature. you can have a link in your signature. If it works that is.
Sep 21, 2012BodOwens posted a message on Holding Pumpkin Pie will make villagers follow you.Want to push a villagerPosted in: Suggestions
of a cliffto a minecart but can't because the villager always moves? well worry no longer! The idea is simple: make villagers follow you if your holding pumpkin pie! so you can lead
Villager breeder/ torture machineto your own village!
So what do you think?
EDIT: To keep it from being overpowered, the villagers should eat the pie if they get too close.
Sep 14, 2012(Unsure what happened to my previous post about this. Simply vanished and I've recieved no notification of its deletion or anything so here it is)Posted in: Suggestions
Maps and item frames
To cover these two in case you have not read up on upcoming planned features...Maps are being upgraded and will offer a zoom feature as well as when crafted be completely empty, only drawing the location and starting the map when right clicked instead of be centered where it was crafted. The item frames do just as their name implies. Frames an item on the wall.
Now that that's covered a preview of a map in combination with an item frame can be seen here.My proposed idea for these is when placing multiples maps of the same zoom level next to each other in item frames, that they expand and merge. Below is quicks sloppy demonstration of what I'm talking about.
Doing this would essentially allow you to fill an entire wall with maps showing your world off. Of course being as how in multiplayer there could possibly be tons of maps I don't believe they should show players current locations. Rather we use the dyes to mark maps of important locations. In my opinion this would REALLY open up the game to explorers and those who like to adventure. Servers would have starting rooms with maps and general directions on where specific locations are.
Jun 24, 2012How can you not consider this a broken mechanic? No charges, it doesn't consume resources, it's instantaneous, you haven't defined a range or plane of existence limitation, you make minecarts completely useless, and you haven't specified how many of these things can exist at a given time nor how they are paired.Posted in: Suggestions
Utter lack of acknowledgement or awareness of game sundering mechanics. No support, you have done nothing to balance this or make it a fair item. If you want teleporation, use a console command or a mod, don't go breaking survival to meet your leisure and convenience.
Jun 23, 2012Posted in: Recent Updates and SnapshotsQuote from Dragon2907
I get you. You have to realise they are still fine tuning village trading. After all its only a snapshot. Now if it was a final release id understand your point but seeing as we probably have a few more snapshots to go before 1.3 its not big of a deal. I'm sure the devs have already fixed this problem in next snapshot so just wait and hold your breath before jumping to conclusions.
No...right now, during the snapshot, is the perfect time to bring it up. This is the time when things get fixed. Not after 1.3, when the devs have moved on to other things. This is what snapshots are for...testing new features to make sure they work properly. Bldsquirrel has mathematically deduced that villager trading doesn't work properly; the economy is crashed before the game even begins, the villagers are too stingy, and they try to make more retarded trades than practical ones.
I see no point at all in trades getting retracted. So what if people who wanna grind make bank? Let em' grind, it doesn't ruin my game any more than mob grinders and xp farms do.
And why do villagers start with only 1 trade? Each villager should have 5-10 random trades available at all times. Let's put those pointless little arrow buttons to use!
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