• 1

    posted a message on New World Type: Globe

    The Globe world type is a new world type that changes how biomes and structures are generated.


    World Size


    You can customize this world type just as you can customize a superflat world. You are able to select the size, which is the length and width of the world; You can choose 1,000 blocks wide or anything greater. Instead of the normal world border, each edge of the world ends with ocean, with the "border" being extremely dense fog.


    At least one of every biome* and structure will generate in this world.


    * By this I mean general biomes; there will always be a jungle biome, but not necessarily a jungle edge biome.



    Biome Generation


    With this world type enabled, biomes are generated in a specific order based on their temperatures. The hottest biomes are always at the middle (between north edge and south edge) of the world, and the coldest biomes are always at the northernmost and southernmost parts rows of the world. The biomes that generate in between, while abiding by temperature rules, are still pretty random like in vanilla.



    Expanding the World



    When you click the world and select "edit" there is a new option: expand. Clicking this will allow you to enter a new size that is greater than the original size. After doing this, the world edges will be expanded the next time you play.



    Conclusion


    With this new world type, you have the option of having finite worlds, which allow you to have easier access to every structure and biome (i.e. you don't have to travel 10,000 blocks to one, unless you make the world that large) and a more predictable order of biomes.

    Posted in: Suggestions
  • 7

    posted a message on Ships, Pirates, & More | Ocean Improvements Part 3/3 (Updated Jan. 13th, 2018)
    Ocean Navigation

    If you haven't read Part 1 or Part 2, I really recommend you do. In a nutshell, Part 1 makes oceans larger and adds a sailboat, and Part 2 adds a lot of ocean animals and plants. Anyway, let's dive straight into this suggestion.


    Ships



    Structures


    Nope, we're not done yet! The sea needs to be interesting, so why not some special structures?


    Pirate Cove

    This would actually be a biome. It would usually be the location of buried treasure. Pirate Ships would often be near this biome. The terrain would be similar to oak forest mountains from Minecraft Beta, but with a lot more sand. The biome would be mostly broken up by the water. Sometimes there would be shipwrecks on in this biome, which would contain loot similar to the shipwrecks being implemented in the 1.14 update.

    Additionally, Pirate Coves would have a 25% chance of being filled with pirates. In this variation, there would be tents scattered everywhere in the cove, with greedy pirates ready to attack the player.


    Beach Villages

    Villages could now generate on beaches, where they would have docks. Merchant Ships would sometimes dock at these villages.


    Technical Stuff


    Probably the most used and most convincing argument against moving ships in Minecraft is how it would be implemented on the technical side of things. Though there are mods like Da Vinci's Vessels, they do prove many flaws in the idea of how moving ships would work.


    One of the major things is lag, and another (though not commonly mentioned) thing is how the ship creating would seem like it's in the game world. You could argue that ship-creating mods introduce gameplay that breaks immersion due to how you convert a structure into an entity. So, how can this problem be fixed?

    Individual Entities

    This sounds kind of crazy, but here me out. Instead of having one large, complex entity that would crash the game, we could have individual entities that a ship is made out of. Now, if every block in a ship was its own entity, there would be some issues. Though there wouldn't be a massive entity causing lag, there would be tons of small entities that would cause lag. So, I propose the ship be divided into "slices"– each of which would be part of the ship. Each slice would be 3 blocks thick, and would have a width and height determined by the ship dimensions. The game would know how to cut the "slices" by which dimension of the ship is longest.


    Disabling Redstone

    Since redstone on ships would be extremely laggy, all redstone dust, redstone torches, redstone repeaters, redstone comparators, and hoppers would not work and would instead emit a water splash particle effect.


    Block Limit

    As mentioned above, each ship would have a limit of 5,000 blocks total. If the ship is any bigger, placing or right-clicking the helm would give the message, "You may not sail now, your ship is docked or is too big." If your ship is attached to your house or dock by accident, this would of course also happen.


    Sinking

    If there is an open space in the ship next to water, the water would instantly fill up all air blocks of that layer (not "slice," layer) in the ship. I say instantly because running the normal water algorithm would be extremely laggy, and I am trying to avoid as many lag issues as possible. Since water would have a high "weight" it would cause the ship to sink.


    Fixing the Immersion Problem

    Most ship-creating mods make it pretty clear that the ship (when sailing) is a separate thing from when it is "docked," or sitting still. I don't think this would be the ideal way to implement ships in vanilla Minecraft, though; it would feel too immersion-breaking. To avoid this, three things should happen:


    1. The ship turns into an entity when the ship helm is there, not when you want it to move.

    This would mean your ship would feel the same from the moment you create it and onward, regardless if it is moving or not.


    2. You can build/mine on the ship, even when it is an entity.

    Similar to how armor stands can detect what part of it you're right-clicking, each "slice" of the ship can detect what block you're looking at. Thus, you would be able to place/mine blocks and use things such as doors.


    3. Ships take damage from explosions.

    Like mentioned above, each ship "slice" would be able to detect the hitbox of its individual blocks, just like an armor stand does with its parts. When a "slice" is in the range of an explosion, it would determine which of its blocks were in range of the explosion specifically, and then delete them from the data list if they don't have a sufficient blast resistance.


    Cannonballs

    Though similar to TNT, cannonballs actually only have the explosion power of a ghast fireball (which is 1) as opposed to the power of a TNT explosion (which is 4). Of course, unlike ghast fireballs, cannonballs do not start fires.


    Pirate Ships

    Pirates on pirate ships fire cannons when they detect a player, villager, or ship directly in front of the cannon. The cannonballs would be fired at the minimum range necessary to hit the target. When pirates are firing the cannons on their ships, they take 3 seconds to load and fire just like players do. If the difficulty is Easy or Normal, an extra second or half second would be added to this. The pirates would also have an unlimited supply of shots similar to how skeletons have an unlimited supply of arrows.


    Conclusion

    Many features have been added to Minecraft over the years. Some small, some large; some game-changing, some useless. While features of all shapes and sizes can improve the game, I think features that give the player more options and more things to play around with can improve Minecraft in ways smaller features just can't. At the end of the day, which would make the game better: a new dungeon, or a new tool to play around with?


    It is because of this and other reasons that I believe player-built ships would be a wonderful addition to Minecraft. I hope that I have proposed a balanced and reasonable method of implementing this, and I hope that you enjoyed reading.


    Changes

    Cannons are now much more balanced. (Suggested by MinecraftPROFESSIONAL123.)

    Pirates can now go on other ships.

    Merchant Ships now have a few cannons for self-defense. (Suggested by steam66.)

    Pirate Coves now have a chance of being tent-filled. (Suggested by steam66.)

    Posted in: Suggestions
  • 6

    posted a message on The Problem With Elytra

    First added in Snapshot 15w41a, elytra allowed the player to glide. This was really cool. It made people come up with neat new minigames, it made people create elytra courses in their worlds, and it would even save people from fall damage in exchange for no chestplate. There was something people did, though, that made elytra basically wings, instead of gliders. They would shoot themselves with a Punch II Enchanted Bow and it would give them a huge boost. This was quite difficult to do, but people still did it.


    Then came Snapshot 16w50a. I was hoping so badly that Mojang would fix the bow-boosting exploit, as it broke the whole transportation system. What did they do? They made it so that you could get an even bigger boost using fireworks. And this time without taking any damage.


    This breaks transportation completely. People argue, "Oh, well, it's end game so it doesn't–" No! This is Minecraft. There might be a final boss, there might a dimension called, "The End," but there is by no means an end game. People still play a lot after they get elytra. In fact, on a lot of servers, people spend the first few days trying to get to this end game. Look at Hermitcraft, for example. So don't give me this end game nonsense.


    What's the point of using any other form of transportation when elytra + starless firework rockets are the most efficient form of transportation? I would have loved it if they have made lava and fire give off steam that would boost you vertically with elytra, like in this Minigame. Why? Because if you wanted to transport a long distance and you hadn't already placed in a ton of lava pools, other forms of transportation would still have a use!


    Well, those are my thoughts. I know, I need to calm down a bit. And yes, I know a lot of people are probably going to hate me because of this. For some reason, people seem to love becoming a god in survival mode. I don't get it, but whatever. Maybe I'm the odd one. I don't know. I would like to hear your thoughts.

    Posted in: Discussion
  • 1

    posted a message on Cave Music

    I love this idea! If cave biomes were added, there could be special music for each biome.

    Posted in: Suggestions
  • 3

    posted a message on Minecraft 1.16 Update Opinion Thread

    I was originally a bit sad that the Nether's theme was expanded beyond the purely magma/hellish theme, but I think I've come around to the new biomes.


    What I am disappointed about, though, is that the Nether star has not been given new uses and that beacons are still a lackluster item.


    I'm a bit surprised Mojang didn't expand or overhaul brewing as well; with all of the new types of fungus, it would have been the perfect time. Finally, I don't like the Netherite tier and I dislike the niche use of the smithing table. It seems odd that a villager who never interacts with Netherite requires such a workbench.


    Overall, I like this update. It's not perfect, but I think it's done a good job at making the Nether more full of life and fun to explore.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Posse: A mod for people with no friends!
    Quote from C1ff»

    One idea I've just thought of is the ability for the Party Members to receive commands through the chat system. You would address them by saying their name with a comma, followed by a command. The command and member name would be case insensitive and would ignore punctuation, and there would be a few such commands, most of which would just display information such as the member's location. (This could also serve as a more immersive way to switch between "stay-here" and "follow" modes)


    If something like this were implemented, it would be best for the names of the characters and the commands to be in colors other than white (a la commands) in order to distinguish them from regular text chat.

    Posted in: Requests / Ideas For Mods
  • 6

    posted a message on Ocean Additions
    Ocean Additions

    The Update Aquatic was one of the best updates in Minecraft’s recent history— it addressed a serious issue (a lack of ocean content) and, for the most part, executed its additions well. In fact, before the Update Aquatic, many people (including me) made suggestions for the ocean. However, the ocean could still use more content and some of the Update Aquatic needs tweaking, so I’d like to propose some more changes and additions to the ocean.


    Continents


    I propose that large islands be more common, making the ocean a much more viable means of transportation. At the moment, land is typically either a very small island, a whole continent, or a large island that’s only a few blocks away from a continent. Instead, there should be both small and large islands in the middle of the ocean. To account for these, oceans would be made a little bit bigger.


    The Sea Floor


    Mojang did an excellent job with many things in the ocean in 1.13, but the sea floor, despite getting structures and coral reefs, is relatively lifeless. Coral reefs should be more of an ecosystem, and so should the rest of the ocean.


    Sea Anemones

    Note: The above is a concept for just one variant of the sea anemone. There could be many, many variants as there are many different types of sea anemones.


    Anemones are a new mob that spawn occasionally in warm and deep oceans, and very frequently in coral reefs. They are also found in Ocean Monuments. Anemones are the size of a block, with their tentacles (which are of varying length) reaching from one half of a block to one and one half blocks long. Anemones act almost as underwater turrets; though they act as a little home for clownfish, they inflict Anemone Poison on non-clownfish mobs and players that come by. Just as the Potion of the Turtle Master is a combination of Speed and Resistance, the Anemone Poison effect is a combination of Slowness and Poison, making it extra deadly.


    When killed, sea anemones drop 0-2 sea anemone parts, which are used to brew the Potion of Anemone Poison. Right-clicking on the ground with a sea anemone part will give off some particle effects and create an invisible sea anemone entity that will eventually grow into a smaller version of the sea anemone with no tentacles. After a few days, it will become larger and grow tentacles, becoming the adult sea anemone you see normally. This anemone will not despawn.

    Additionally, combining any piece of iron armor with 7 sea anemone parts and 1 coral fan or plant crafts a piece of Coral Reef Armor. This armor looks like iron armor overgrown with coral, and has a few small sea anemone tentacles sticking out of it. It has the same default protection as iron armor with a little bit more durability than iron armor. When a player or mob attacks you while wearing Coral Reef Armor, it has a 20% chance of getting a very short version of the Anemone Poison effect for each armor piece worn, so if you have the full set, your enemy has an 80% of getting the effect each time he attacks you. Standing in ocean water slowly regenerates the durability of this armor. For balancing reasons, this armor cannot be enchanted.


    Crabs
    The crabs roam the sea floor and beaches. They act as the spiders of the oceans; on the sea floor, they are hostile if you’re close to them, but on beaches they are neutral. Turtles will hunt crabs, making turtles more useful.

    When killed, crabs drop Raw Crab which can be cooked into Cooked Crab. Its hunger points and saturation value are the same as that of mutton, but it can be eaten very fast like dried kelp.


    Raw Crab can also be made into a Potion of Dodging, which doubles your sideways movement speed; this means you can more easily dodge arrows or other attacks by going from left to right when you have this potion effect.


    Beaches


    Beaches are a little bland at the moment. I propose they have some new life brought to them!


    Size
    Currently, beaches are typically a little too small, so my first proposal to make them better is to increase their size. Instead of an abrupt transition from beaches to other biomes, beaches should have sand dunes (which have both grass and sand) in between the rest of the beach and the adjacent biome.


    Palm Trees
    Palm trees for the desert were brought up in the official Biome Vote, so we know they will be coming to Minecraft eventually. However, I think it is important that palm trees are also included in some beaches.


    Tide Pools
    New rocky structures would sometimes generate next to water: tide pools. They would be made of stone and cobblestone, and would include sea anemones, crabs, and kelp.


    Seagull
    The seagulls fly around beaches. Their purpose is to bring life to the area.


    Islands
    Instead of being plains or forest biomes, small islands should be entirely beaches or jungles. Note that this would not apply to larger islands. I also suggest that islands are able to be much larger (up to about 300 x 300 blocks).


    Ocean Mobs


    Considering they are the main threat of the entire ocean, drowned are quite boring. So, I have some ideas for new ocean mobs, including new threats.


    Change to The Drowned
    Instead of spawning everywhere in the ocean, drowned should only spawn in shipwrecks. This would make them unique since they are only in shipwrecks and would help to balance the treasure you get from shipwrecks.

    Finding the Trident
    In the treasure chamber of the ocean monument, instead of having a few gold blocks in a tiny box, the whole room should be blocked off with dark prismarine blocks to prevent players from entering it. There would now be gold blocks throughout the room, and in the center there would be a prismarine block with a trident stuck in it. You can right-click on this trident to collect it.

    Nautilus Shells
    You can now find nautilus shells in the chests of shipwrecks and ocean ruins.


    Redstone Eel
    This 6 block long monster that looks like an eel with glowing redstone dust on it. The Redstone Eel can spawn in all oceans except warm oceans. Redstone Eels hunt both near the bottom and surface of the ocean. They have 20 health and does 3/4/5 damage, but you take an additional 1 heart of damage from their electric attack when you go next to them. The Redstone Eel drops redstone when killed.


    Coral Eel
    The Coral Eel is a 6 block long monster with the appearance of an eel that is completely covered in coral. It’s only found in warm oceans since these are the oceans with coral reefs. They are slightly faster than a swimming player, making them quite hard to escape. They have 20 health and do 4/5/6 damage. When killed, they drop 0-2 Coral Eel Eggs. These can be placed like turtle eggs and can be put underwater. They grow into coral eels.


    Sharks
    Sharks are found everywhere in the ocean, but spawn less frequently in warm and cold oceans. Sharks are very fast and stealthy in the water; when they move, they make little noise. If you are close to them, they have a 75% of attacking you, in which case they deal 6/7/8 damage. If you then attack them, they will continue to try to attack you, but if you do not attack them, they will have a 75% of attacking again. To discourage players from killing them, sharks do not drop any items or xp when they are killed. Alternatively, sharks could drop shark teeth, which could be used to make shark tooth daggers and/or shark tooth club.


    Orca
    The Orca spawns only in cold and frozen oceans. Orcas spawn in groups and will kill redstone eels. Feeding the orcas fish makes them remember that place, and feeding them regularly will make them return and protect the ocean around that area.


    Whales
    Whales are most frequently found in cold and frozen oceans, but have a rare chance of being found in other oceans too. They tend to remain far away from land and can occasionally be seen majestically rising out of the water. Whales have 100 health, and will do 10/11/12 damage if attacked. Their model is based on the sperm whale.


    Deep Sea Mobs


    At the very bottom of the ocean, where there is little light, some monsters lurk in the ravines and trenches.


    Angler Fish
    The Angler Fish are found exclusively at the bottom of deep oceans. They have a light which glows just like an enderman’s eyes. Like sharks, Angler Fish only attack you when you’re close, but when they do attack, they have a unique ability: when they attack you, you only lose 2/3/4 health, but they take away 1/2/3 bubbles from your oxygen bar. This makes fighting them very dangerous.


    When killed, the Angler Fish drops 1-5 Angler Lights. Four angler lights can be combined to make an Angler Lantern, which is a new bright light source.


    Giant Squid
    The Giant Squid looks like a normal Minecraft squid, but five times as long and three times as wide. Because it’s much larger, its model has extra detail: its tentacles have three parts, and its head is much more detailed. The giant squid is hostile and does 6/7/8 damage. When killed, the Giant Squid drops 10-30 ink sacs. The Giant Squid is also hunted by the whale.


    Transportation


    One final thing that needs to be improved in oceans is transportation. Tiny boats only fit two players, can’t carry chests, break too easily, and are a little slow.


    Longboats

    The longboat is crafted with two normal boats. It can hold up to three players and a chest. Up to two players are able to row; if one player is rowing, then the boat goes the same speed as the normal boat, but if two players are rowing, it goes much faster. Unlike the normal boat, a single hit from a tool or arrow will not destroy it. Instead, it has more health and takes multiple hits to be destroyed.


    Sailboats


    The sailboat is crafted with a longboat and a banner. The banner design will be shown on the sail. Like the longboat, the sailboat can hold up to three people and is able to hold a chest. However, the sailboat does not move by oars; instead, the sailboat moves without a player having to hold W.

    One of the advantages of the sailboat is that you don't have to hold down W. It will keep moving until you press S to stop it, so you're able to look at treasure maps, organize items in your inventory or the chest, or even try to shoot arrows at mobs or players with your bow.


    The sailboat goes forward at a speed that starts out at 0.75 times the speed of the normal boat, but slowly increases to a speed that is 1.5 times that of the normal boat. It takes 10 seconds for this speed increase to complete. This means normal boats and longboats are more practical for transportation across short distances, while sailboats are more practical for traveling across long distances.


    The sailboat is turned by pressing A and D. The first player to enter the sailboat is the one able to turn the boat.


    Like the longboat, the sailboat takes multiple hits (even from an arrow or tool) to be destroyed.


    Conclusion
    With all of these new features, I hope Minecraft would have oceans that are more fun and interactive. The new animals and monsters would make oceans and beaches more challenging and interesting. The new boats would make navigating across oceans a lot more enjoyable and efficient since they are faster and can have chests.


    Thanks for reading! What do you think about these ideas?


    Support Banner

    Posted in: Suggestions
  • 2

    posted a message on Stone & Quartz Statues
    Stone & Quartz Statues

    Crafting
    Stone and quartz statues are crafted like armor stands, but with stone or quartz blocks instead of sticks.

    Function
    Statues act like armor stands with arms, but they have the model of the player. Additionally, armor pieces and items put on the statues are given the textures of the quartz or stone.

    States
    Statues have two states: default and powered, the latter being when it is receiving a redstone signal. Normally, the unpowered state is the stance of the armor stand with its arms at its side, and the powered state is the stance is of the player running.

    However, if certain items are equipped, the states are a bit different. If a bow is equipped, the unpowered state is with the bow at the statue's side, and the powered state is the statue pulling back the bow as if it were about to fire. With swords and axes, the unpowered state is holding the weapon at its side, and the powered state is holding the weapon up.

    When statues change states while holding a weapon, players and mobs standing right next to them take 1 heart of damage. This could be used for fun traps and could simplify mob grinders.

    Custom Statues
    Renaming a statue in an anvil to the name of a player gives the statue a light grayscale overlay of that player's skin. Once placed in the world, you can right-click on the statue with any dye to make it exactly like the player's skin without the grayscale filter.

    Conclusion
    Overall, stone and quartz statues would be great additions for decoration, as they would act as a new way to display items. Perhaps they could be used in some structures, such as the Woodland Mansion.
    Posted in: Suggestions
  • 1

    posted a message on When Was the Golden Age of Minecraft?

    Hello everyone!


    Almost two years ago I made a post asking what you all thought the best "Golden Age" Minecraft version was. However, I assumed that the "Golden Age" consisted of versions of Minecraft after Beta 1.7 but before Official Release 1.7 (i.e. Beta 1.8 through Official Release 1.6).


    I chose this for multiple reasons. For one, it marked a defined aesthetic of Minecraft: Beta 1.8 introduced new terrain generation, along with many iconic biomes and structures, and it introduced the hunger bar, new food items (beef/steak, chicken, melons, and rotten flesh), new mobs such as endermen, and experience, all of which have become iconic aspects of Minecraft. The update helped prepare for Official Release 1.0, which added the Ender Dragon and marked an important point in the acceleration of Minecraft's growth.


    Years later, Official Release 1.7 came out. Why did it mark the end of the "Golden Age"? The name of the update—"The Update that Changed the World"—reflects this concisely. While old biomes remained, many new common biomes were added, changing the overall look of Minecraft worlds. While a small change, the rose, one of two iconic flowers, was replaced by the poppy, and many new flowers were also added. Two new types of wood (dark oak and acacia) were also added. Overall, the look and feel of Minecraft, which had been very similar since Beta 1.8, changed after this update.


    There was also a certain unmistakable quality of the community during this time. The community was much different, whether for better or worse. Many prominent YouTubers such as Stampylonghead became popular toward the end of this era. A period of immense growth for the game and many memories, this era was in my opinion the Golden Age of Minecraft.


    Anyway, that's just my opinion. Of course, it's mainly based on nostalgia. Do you agree or disagree? Please let me know when you think the "Golden Age" of Minecraft was.


    Have a nice day! :-(o): :creeperdance: by Alvoria

    Posted in: Discussion
  • 5

    posted a message on Chairs (With a Use!)

    Chairs


    I've seen a lot of chair suggestions with the same flaw– the chair serves no purpose. We have beds, but they allow you to skip the night and set your spawn. Some have suggested that chairs be used to skip the day, but others argue that removing the ability to simply sit down from the chair also takes away from its aesthetic use. So, I propose a mixed approach to solve those issues.




    As you can see above, chairs would be able to be made out of wood, cobblestone, and wool. They link together when placed together (allowing you to make a couch), but this can be avoided by holding shift while placing them.


    When you right-click on a chair, you sit in it. Just like there is a "leave bed" button that appears when you enter a bed, there is a button that says "skip to night." This button fades away after sitting in the chair for 5 seconds. Pressing the button will make the screen fade to dark, and then the game will skip to nighttime. Like with beds, every player on the server must be doing this to skip to night.


    The chair does not contribute to the nights slept statistic like the bed since you are choosing to experience the dangers of the night. Also note that the chairs do not set or remove players' spawnpoints.


    If you right-click a chair with a wool block, it will add cushioning. On the wooden and cobblestone chair, it looks like this:



    But on the wool chair, it looks like this:




    (If the chair had another chair adjacent to it only on one side, it would have the second model; otherwise, it'd have the first model.)


    With this system, chairs would be customize-able, aesthetically pleasing, and useful for if you need to skip to night.

    Posted in: Suggestions
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