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    posted a message on The Fluid Hopper: Giving purpose to cauldrons, and allowing liquid transportation

    Surprisingly detailed. I really like this. It does seem kind of weird to conceptualize so I recommend some concept art examples!

    Posted in: Suggestions
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    posted a message on Mayan Temple w/ Pics!
    Quote from Ouatcheur»


    Which structure are you talking about ?



    I thik the interior looks way too much like a desert temple. I'd rather prefer for it to be a bit different.


    I don't really play pocket addition, but supposedly I'd heard that they have above ground mineshafts that I'd count as structures. I've seen screen shots of them being implemented but nothing else.

    Also I would like to add that there isn't "races" in minecraft. We don't really address the desert temples we have as "Egyptian" temples. I'd give this an original name deriving from the Mayan language and style.

    Posted in: Suggestions
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    posted a message on They were never TECHNICALLY removed or in the game

    Okay the suggestion has officially been edited. I hope that things are more balanced. Pigmen are no longer end game achievements/goals. I tried to list some of the ideas in context to why they wouldn't be redundant anymore.


    Removed gold chorus.


    Removed old methods.


    Added new methods.


    Specified and fixed some possible issues with inventory mechanics.


    Clarified functions.

    Posted in: Suggestions
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    posted a message on Ant Dungeon! Found in Mesa Biomes!

    The ant model bugs me. It feels too complex like guardians and bunnies- and surprisingly that's not the real issue. It's the fact that the ant model/texture doesn't flow with all of the models/textures. Quick fix (i'm terribly sorry you have gotten so far with this idea before I bring this up- because inevitably you aren't going to make this change) Like spiders have colored eyes, maybe the ants should too and somehow maybe they will fit along better. But hey- Love this. I don't know how else (as a modeler) to improve the model myself but this is truly awesome. So forget that I said anything about the model. Full Support.

    Posted in: Suggestions
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    posted a message on They were never TECHNICALLY removed or in the game
    *I am not bumping* As you read I am making changes to this suggestion soon. After a few months to separate myself from a bias I have come back to fix this suggestion and set things, hopefully, straight for the better of such an edgy idea.
    Endergirl00next
    JJ48car >>

    Okay. I shot myself in the foot, pretty bad. Please forgive my awful rebuttals. I plan on changing a few aspects of this post. I'm sorry for the awful micromanagement. If you both could in the near future after this thread has been updated, give me more feedback. I couldn't see clearly and resorted to some low blows ( I.e; making a mob a friend, despite even now enjoying that idea haha). I'm going to try and set things straight. This idea has actually haunted me, in a sense, ever since you were both quick to point out its flaws. I will admit I still will have this idea set up like the tool me and many other map makers would like to have in the base game without mods, but I am attempting to rebalance it for the better of casual players. I am completely ignoring the mobs additional uses out side of survival to make this mob more enjoyable for the player. I am very sorry-it'll still be a multi use mob in vanilla. It's only 3 uses (technically) following mechanic, small storage and configurable stats/armor/weapons. The redundancy is the only thing nipping at this idea after re-reviewing it and without adding anything to the idea, I would ask for some balancing advice to make this mob less redundant. Please wait for an update to the suggestion before giving advanced feedback. The top of post #1 (initial suggestion) will have a changelog note when it has been updated.
    Posted in: Suggestions
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    posted a message on Double Fence Gate

    Reading this I was lost in the idea that this had been a post made long ago and was getting a lot of support- but I re-read your reposting inference and I clearly understood this was newly renewed and born from the ashes of a topic in the threat of necroing. So this post has been justified. Next thing I have to address is that clicking on this post I was under the impression that this was about stacked fence gates which also are something I am a supporter of, being from a build team and all.

    I most certainly agree with all of this. I have the same pet peeves with fence gates and would heavily encourage others to back this idea for the sake of continuity and smoothness. This is one of the small unpolished issues many bat their eyes from. Yet noticing and addressing the unsettledness of this you brought a bunch of attention to features that need improving so Full Support.

    Posted in: Suggestions
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    posted a message on Fruit Trees & Thirst Bar [Bug Images Fixed 06/02] [Hydratation Revised] [New Images] [New Table Explanatory]

    I Support. That was a shaky decision to make. I don't really approve other methods of water holding items, given that water bottles are pretty low functionality and features as it is. I do like this idea, however the time between quenching thirst should be (in my estimation) like 3 in game days. Like someone else posted; I don't really see a point to water consumption items being taken out on an adventure. Perhaps using mutton to make a "Bota bag" [google it ;) ] would be a more suitable fit for minecraft.


    The trees and berry barring foliage is definitely a long awaited dream too. I would like for the fruits to occasionally "hang" below the trees too. [Sorry if I make this overly complicated] You could give these fruit items a hitbox like the cocoa beans that drop when punched. These fruit "blocks/items" can be placed and are visible within transparent block like leaves. So the outcome looks like your concept art suggestion -with the addition of hanging fruits.

    Posted in: Suggestions
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    posted a message on Idea - Poco cambio, mucha diferencia. - A little change, but a big difference.

    I think it would be pretty interesting to "buy" the animals. However this seems complicated- It seems somewhat unnatural to purchase the egg. I don't know if it's because of the flow of the game now, but spawn eggs just seem bizarre to tamper with in survival. I can't figure out a good solution- other than buying entities instead of items- there's an interesting feature :P Until that is a smooth implementation Partial Support. -Just thought of another solution- spawn eggs have a short life span (in survival) and if the player waits too long (I was thinking a few seconds to a minute) the egg becomes a dud or in other words unusable.

    Posted in: Suggestions
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    posted a message on Scarlet Forest Biome, potion of Reflex, and a Fox [8/10 SUPPORT]
    Quote from Chameleonred5»

    Status effects can be a mob feature, but it should make intuitive sense. Like cave spiders and poison. Foxes don't bring potion effects to mind.

    You could have them run inside generated dens where we can't follow unless we dig to them, and then if we dig to them have them jump out and attack with several baby foxes. You could have them weave through trees so that it's harder to hit them. You could have them burrow, though having a mob alter the landscape is a bit iffy. I'm sure if you thought about it long enough you could come up with something.

    I Love the sound of those mechanics- but like you said mobs altering landscape is pretty difficult/edgy. How does "they become hostile at night / low light level" sound? Also should the fox be killed to receive a "fox tail" (also thinking of changing fox tail to fox pelt)?
    Posted in: Suggestions
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    posted a message on Mayan Temple w/ Pics!

    More detail = More Support! I like the idea. Don't forget that mesa already has a structure but I don't personally see any harm in 2 structures. Whats the loot tables for the chests look like? Or is there any other significant purpose other than adventuring?

    Posted in: Suggestions
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    posted a message on Scarlet Forest Biome, potion of Reflex, and a Fox [8/10 SUPPORT]
    Quote from Chameleonred5»

    It's more of a stretch because it is in no way intuitive. You expect a wolf pack to attack you if you attack one. You don't expect foxes to have Thorns, especially when they don't otherwise seem to attack you. You don't expect to receive a slowness effect for killing one. Neither of those things make sense outside of a balance perspective.

    It's also not especially balanced. One point of damage for attacking one? That's nothing. Or may as well be, when you can kill it in two hits with almost every sword. 20 seconds of slowness is only annoying. 5 seconds of slowness is nothing. I don't know how the slowness prevents complaints of animal abuse, but it's not a very good motivator for not cutting off fox tails.

    Okay. You've justified the response. It'll take a while to edit this- do you have any recommendations for mob balancing that doesn't use status effects? I made the fox run because that's what they do, requesting them to be even smarter than I already suggested them to be would make them too complex. They seem to only have the ability to run to caves and hunt like wolves- run to caves being the only new feature. would it be shooting myself in the foot to request the question :Could status effects be a mob feature?
    Posted in: Suggestions
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    posted a message on Scarlet Forest Biome, potion of Reflex, and a Fox [8/10 SUPPORT]
    Quote from Chameleonred5»

    Is it just me, or did the fox's complexity increase dramatically? It doesn't really fit in with the other mobs now.


    It's AI did, but in retrospect it's not much more complex than the wolf. You see wolves fight in packs but the fox balances its loneliness with it's speed, thorns, and slowness effects. All in all not much of a stretch. In fact, the fox has the same damage dealt as the wolf.
    Posted in: Suggestions
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    posted a message on Scarlet Forest Biome, potion of Reflex, and a Fox [8/10 SUPPORT]

    In commemoration of the release of Minecraft 1.9 and this suggestion making it onto the suggestions hall of fame, I have tidy-upped this idea and edited the format to be hopefully a lot more straight forward :) Thanks everyone for the support. Check post #1 for the changes! :-():

    Posted in: Suggestions
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    posted a message on Sidestepping and Parrying

    Full support IF topic is changed to side step and is improved on.

    Posted in: Suggestions
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    posted a message on Vaired Biome Specific Wood villages

    I can agree with this, if there is going to be variety, there needs to be some continuity. Savanah villages; yes they exist, need some adjustments. This post has encouraged me to post an idea to help the Mojangsters "cheat" a way around the problem (that may or may not exist). Full Support. Some vague suggestions have all the detail they need. This one is blatantly village/structure continuity.

    Posted in: Suggestions
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