Geez, calm down. BloodyPhoenix is trying to help you. Searching before posting a suggestion is actually a rule, not a choice. Also, because you are new to the forums, read the forum rules for your own good.Quote from pow3raid
Do not tell me what to do! I can search if I want. I am new to the forums, so instead of telling me that you have already told someone else the answer, tell ME the answer! Gosh.
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Apr 27, 2014Posted in: Suggestions
Apr 14, 2014Oh really? One time their was a giant purple polka-doted aardvark in my world, and it was spawning orange creepers that stole things from your chests!!!!!!!11!!!111!!!!!!1one!11one!111one!!!!1oneoneone.Posted in: Discussion
-what my friend said when I showed her this thread.
Apr 12, 2014Katashan posted a message on 1 thing that I would like to see changed in MinecraftI agree. Currently, the level for snow to generate in mountain biomes is y: 90. That is WAY to low. I think snow should only generate on those REALLY high mountains that go past y: 150.Posted in: Suggestions
Mar 1, 2014Mobs can ride minecarts, so why can't they ride boats? Obviously, they would not be able to steer the boat, but they could be pushed around by the player and other mobs/entities. It could be a good way to transport mobs in between islands.Posted in: Suggestions
To get the mob inside the boat, you just simply push it in, or it can enter by itself, like minecarts.
To get the mob out of the boat, you would just break it, like a minecart. Simple.
Heres a picture of how it could look like:Think of all the possibilities...
Feedback is appreciated.
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Apr 23, 2014While building you want to keep your palette in mind. In a wall you should have:Posted in: Survival Mode
1.Vertical energy on either end - logs would be an example of a block with vertical energy in the texture.
2.Horizontal energy on the bottom - stonebricks, cobblestone or wooden planks should suffice
3.Neutral energy to cover the rest - stone or wooden planks are a good idea
I encourage you to experiment with different materials in order to get a feel for what looks good with what.Here's some of my buildsI must admit i did not build all of these, just some. These are all photo's from a server I help with.
Jun 3, 2012MCFUser6867051 posted a message on "...But I'm from Planet minecraft..." and other sad stories of those who try to get O.P.edI put a sign up on the rules board:Posted in: Discussion
"No, we don't care if you're from Planet Minecraft. In fact, kindly leave if you're going to be a twit and pretend you are."
Apr 19, 2014Posted in: Recent Updates and Snapshots
Many of you have been putting hate threads towards the recent updates saying they are either breaking the game or useless. That may just be because you do not know what these updates are really about. Yeah, they are adding a bigger skin file and support for 3d textures and map maker crap. But the real thing Mojang is aiming for is OPTIMIZATION. No they will not recode the game due to the fact that java is the MOST compatible thing they could code a game in. If you look back to the 1.6.4 and 1.7 update, there is a MAJOR and I mean MAJOR FPS difference. Mojang is fixing the mistakes they made when they first created the game as a garage team.
Put it this way, If someone created a game in 2009. Would you think they would be able to improve it 5 years later? ofcourse they would be able to improve it in some way or another. Unlike many AAA game titles out there, that are made from massive groups of coders, Minecraft was made from only ~20. 20 Close friends who can talk to each other about ideas and coding help. Therefore the game will be A- More polished overtime, B- Have the majority pleased, C- Happier developers and clients. Their updates that are coming out seem to only getting better and better overtime. Mojang talking about a new block rendering system could even bring bigger changes to the world of minecraft. (Possibly higher-block-limites :3)
They are not thinking of adding every mod into the game, but allowing them to be easily configured so more people will have access to those mods. You may have the perfect mod to add into the game, but you have to see it from a broader point of view. Will it work with - Creative, modded, custom, survival, and Roleplay servers? Will the majority think it was the right thing to do?? That is why mojang is pushing towards the modding Api. They want the end user to be your son, or your daughter. So She/He can click a button and have the game she wants to play. Enough with these hate threads about ignorant kids saying their opinion is correct. No opinion is correct, not even mine. An opinion is an opinion. Take this thread with a massive grain of salt and enjoy your evening.
Apr 8, 2014This just a quick proposal for Flags. Attempting to put it in a flexible yet not overpowering way.Posted in: Suggestions
Each quadrant of the Flag can be a different colour of Wool allowing a ton of unique Flags. Each Flagged Map can only show one type of Flag.
It would allow some generous marking of areas for many purposes yet not lead to confusing Maps. You could have all Red Flags for Iron, all Light Blue for Diamond, etc. then Red+Black+Black+Red (top left, top right, bottom left, bottom right) for your structures and Yellow+Red+Black+Yellow for your opponent's and so on.
Mar 9, 2014Kaval posted a message on What was the dumbest thing you did as a new player?Back in alpha before there we had things like BigBrother plugins, I needed snow blocks. Now in this server it was freebuild, meaning you had to ask for items from staff if they weren't in a /kit. Damage was off and things of the sort, its how we created Creative servers back in the day. Well, no staff was on, so I couldn't ask. I *might* have taken every snow block within the server. The next day staff was on the hunt for the missing snowblock but somehow completely overlooked my 50x200 plane of snowblocks near spawn.Posted in: Discussion
Aug 6, 2013Posted in: SuggestionsSlimes - Helmets For All![represent]
Recently, when playing Minecraft, I've noticed that slimes have a very small part in the game. I'm not here to change that; I simply wish to introduce, for lack of a better term, an Easter Egg. Not unlike zombies and skeletons, slimes would have the ability to wear scaled headgear. Of course, according to the size of the slime in question, any helmet to be worn would have to be stretched, either larger or smaller.
I think a helmet on a slime is relatively reasonable. Here's why:
Effect on Slimes - Slimes would be another 'customizable' mob in the game, meaning they could be given specific helmets to make them appear different than normal slimes. Of course, they could spawn naturally with helmets on, with the same rates as zombies for these.
They would be uncommon, as slimes go. Slimes are already uncommon. Therefore, slimes with helmets would be a rare occurance. This would up the slime's health at the normal rate, and all slimes produced when their 'parent' slime is killed would NOT have the helmet of their parent. The chance of the 'child' slime having a helmet is the normal rate. If a slime were to pass over a helmet item, like if it were to kill a player holding or wearing a helmet, it would have a chance at picking it up and wearing it for itself.
Why Do I Want This In The Game? - My reasoning behind this is that it just adds one more fun thing into the game. Slimes would be considered just that little bit cooler. Currently, they don't do much. They drop slimeballs, yes, but they are only used in three crafting recipes. Not that I don't like them, I just think they deserve that extra push toward being an icon in Minecraft.
Slimes having helmets would add another whimsical, funny thing into the game. Mojang has proven that Minecraft is full of these, from the splashes on the title screen to 'Minceraft' and mobs being flipped upside-down by naming them Dinnerbone or Grumm.
Spawning - Only naturally spawned slimes would have a chance to be spawned with a helmet on. These chances for slimes to spawn with helmets are similar to those chances of skeletons or zombies to spawn with a helmet; in short, it wouldn't happen a lot. Skulls on the slimes would never naturally spawn - it's only in Creative Mode and for mapmaking purposes. Same with pumpkins; no slimes can spawn with pumpkins on their heads.
Rendering - In the picture shown at the top of the post, the helmet appear to be sunken in to the slime's head. This is not how it would appear in-game; it was simply convenient when I was creating the image. Perhaps the helmet, when worn by the slime, would have small bits of green ooze on it.
Skulls would be rendered similarly to the way they are on the player - a box enveloping the slime would be home to the texture of the skull or pumpkin.
Occasional Behavior - Besides there being the possibility of slimes wearing helmets, skulls are another variable. Skulls can be worn directly by the slime, similar to helmets. It's really quite funny - a slime wearing a skull is portrayed as a giant skull that hops around. Useful for adventure maps, but mostly for laughs.
Pumpkins and Skulls - Slimes also would have the ability to put on pumpkins, but would not naturally spawn with pumpkins on them. Getting a slime to wear a pumpkin is only obtainable through one legitimate method - throwing a pumpkin of your own onto the slime. Of course, for mapmaking purposes, NBT tags could be edited to give the slime a pumpkin or skull appearance. The vanilla pumpkin texture is used, apart from using the slime's face. A slime cannot spawn naturally with a pumpkin on its head.
These are slimes, but with skulls covering their entire bodies. They look no different from vanilla skulls, apart from the face of the vanilla slime.. The size the skull is stretched to depends on the size of the slime. Observe, a few models I've made of slimes wearing skulls or pumpkins, their faces overriding the vanilla skull/pumpkin face.
NBT Tags - This suggestion is quite NBT intensive, considering nearly everything in it would require the use of new or existing NBT tags. When a slime picks up a helmet, the use of an existing NBT tag would be used, obviously to check if the slime has a helmet on. This applie for helmets, skulls, and pumpkins alike.
One new NBT tag would have to be added to the game if this suggestion were to be implemented. This NBT tag would apply to all naturally spawned slimes, giving them the ability to wear helmets. This applies to both underground and swamp slimes. The tag would be triggered if the slime is being spawned in one of the two scenarios listed above, henceforth giving the slime the potential to wear headwear.
Drops - Slimes with naturally spawning helmets would have a small chance to drop them, similar to zombies and skeletons. Perhaps if a 'parent&' slimes doesn't drop their helmet (only occurs naturally) one of the children would take the trait of the parent's helmet. Of course, if you were to give a slime a helmet, they would have boosted chances of dropping it if they died, so as to give back your resources.
Modifications to Solidity - If a slime were to have a helmet, skull, or pumpkin on, they would become 'solid.' This means that you can jump on top of them, as they are a surface. In this case, you could use them as an entrance to a secret passageway, ride on them, and even make a floor out of them (not endorsed.) In the event that you do mount a slime with headgear, the slime will continue its vanilla behavior and jiggle around, jumping occasionally.
Support - Do you support this? Do you want this in vanilla Minecraft? If you like this idea, and the cute pictures of the slime models I made, use this banner to show your support!
Please post your ideas/comments/criticism in the comments, and leave a +1 if you like the idea!
Aug 26, 2012SegFaulter posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)Hello all, I have begun to notice that ore generation seems bland. There are no regions rich in ores, and everything is random. I have an idea for an overhaul that would make finding large ore veins more ''fun'' and realistic, please take some of your time to read on.Posted in: Suggestions
This is the idea: ores that generate currently seem kinda bland. Using nodus XRay, you can see ores everywhere, in all directions (except up), all placed at random. My idea is where that ores generate more in certain regions where other ores are scarce, and other regions not rich in any ores have some of all ores in small veins here and there.
Here are some slices that I made representing ore generation currently and with my idea. Note that the ores are all more common than normal, to show the idea better in a smaller space. Not all ores are shown here, and the calculations may not be 100% correct, I did this with the RealWorld cursor editor in about 45 minutes (per image - you'll never believe how hard it was to make it appear right and seamless)
First slice, normal generation. All ores are randomly placed, and the chances of finding an ore-rich region is not likely:
As you can see, the placement of ores is completely random. You can find some gold here and there, and there's large coal veins throughout the slice.
Second slice - what my idea of ore generation would generate (note that this is only a sample showing 2 ore-rich regions):
(image for example purposes only. Ores concentrated to higher density, so that one can see the differences, as it would take too long to make a bigger slice)
As you can see, in the bottom-left corner, there's a lot of gold, but there's still space between veins. In the top-right corner, there are coal veins. But, ore generation in the rest of the area uses the same generation method as now, only slightly smaller densities.
Also, ore-rich areas would be large with a medium density, rather than small with a high density or small with a small density, for balance reasons (idea by Delbareth).
This would result in dense regions ("Lodes") surrounded with relatively empty space. This would remove the grinding aspects from mining, and make mining fun again. After a lode of a certain ore is discovered, the player can go there to get the ore they need, instead of strip-mining for hours when only one specific resource is required. It would be more interesting to spend time searching for a lode of ore and profiting from it, than strip-mining the world and ruining the landscape. This would also help for servers - people who find ore can sell the ore (or the area where it is found) for lots of profit.
Many people who have replied here have stated that they like the idea of ore-rich regions instead of the boring ol' clump-ore generator. Quotes from some supporters:
This would serve a pretty interesting purpose. Instead of just going "Walp, I'm going to dig and find some here and there." you would go "Hmm, there's been a slightly larger amount of iron around here. Maybe I should branch out from here, and see if this land is iron rich.
Nice idea. This makes mining both more realistic and fun. I definitely support this.
I like this idea. The essentially completely random nature of ore generation isn't really very interesting. The closest you can come to 'striking' any mineral is happening to find a deposit of 6 Diamond.
It would be nice if there could be a little more strategy to mining than going to a certain depth and flailing about until you accidentally find whatever you were looking for; perhaps varied rates per biome (i.e. Emeralds and Extreme Hills).
Cmon people, this idea seems nice, add a comment so more people can see this!
i always wanted a gold mine
Yes, not more ores but rich veins would add excitement. Who wouldn't be wowed by finding a pocket of 17 diamonds or 26 iron. This might be extremely rare, but still.
I like this Idea. This is a nice Idea
Good suggestion i really want this to happen
All in favor, say Aye! (or something like that)
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