Thanks! Just wondering, if you can give me the code for the banner.
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Mar 9, 2015Posted in: Suggestions
Thanks! Just wondering, if you can give me the code for the banner.
Mar 7, 2015Cute!Posted in: Suggestions
Here is another thing I would like to share.
I did NOT make this.
If you did, post so I can give you credit.
Oh and Thanks for the concept art, I like how supportive you are.
You eat rats! How could you there so cute!
I added hamster because someone on the pigeon thread suggested it, I agree it's dumb, but I want everyone to have a say.
Mar 7, 2015Not wild rats!Posted in: Suggestions
After you tame them they can follow you!
Till then there passive.
I don't know...
Rats aren't poison-ness in real life, but there claws are pretty sharp.
As stated above I have a pet rat, so I know about rats.
What could rats find...
Chests of course!
Rats are amazing at finding little crums in real life so why not chests, which after sitting in cave forever probably have a few crumbs, in minecraft?
And what is wrong with my attitude, I never said anything mean.
If i did, I'm Sorry.
Mar 1, 2015Kazo10 posted a message on [Hmm ! Give us a use !]Give a use to other villager professions ! - Not the redundant villager builders suggestion !Awesome!Posted in: Suggestions
I personally think blacksmith would be a bit overpowered, maybe he could do something else...
I LOVE the idea of villagers writing books, it would be funny to read randomly generated stories/ creeper info.
I would also like the green villager back, merchant maybe...
I also think villages need allot of tweaks such as changing those death-trap wells.
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Aug 19, 2015Posted in: Suggestions
Do you already know the new command block types we got in snapshot 15w34a? Well, they allow you to easily chain up command blocks that will all execute within 1 tick, as well as command blocks that trigger every tick when they're powered.
While this will definitely make complex command block contraptions more compact and easier to work on, I think there's still a crucial element missing: We now have normal command blocks, chains, and clocks, but not really anything that can make decisions. That's why I'm suggesting...
The branch command block
Well, I admit that my texturing skills aren't that good, but I didn't write this suggestion for looks, it's the function that is important.
What this command block does is very similar to the chain command block, but with one crucial difference: If the command fails (so that a comparator connected to it would stay off), it will act as if it's pointed the other way.
Here's an example of how a circuit utilizing this mechanic could look:If the command in the yellow command block is executed successfully, that block acts as a normal chain block, and the execution path will follow the direction of the white arrow, which in this case means that the top row of command blocks will be executed. If the command isn't executed succesfully, it'll act like a chain block turned the other way, and the execution path will follow the direction of the black arrow. In this circuit, that means that the bottom row of command blocks will be executed.
If you don't need to run commands for both a positive result and a negative result, then you can just add them 'inline', like this:On the top row, the chain blocks to the right of the branch block will only be executed if the command in the branch block executed succesfully.On the middle row, the chain blocks to the right of the branch blocks will only execute if the command in the branch block didn't execute succesfully.In other cases, it'll act like the bottom row, and the execution will stop once it reaches the branch block (those blocks are secured so that they can't trigger multiple times on one tick, so that loops don't cause a freeze). I just noticed that the normal command block at the start of the bottom row is turned the other way, so just imagine that it's rotated 180° for now.
Unlike chain blocks, branch blocks do not have to be powered to run their commands.
So, what do you guys think of this suggestion? Would you use it? Or would you prefer to find weird workarounds to do stuff like this?Note: The chain blocks are already in the snapshot, they are not a part of my suggestion.
Dec 21, 2014Posted in: SuggestionsHello, before you get a bit confused... I just want to say that survival mode will not be affected!
What this means is that Creepers will not spawn naturally with armor, or pick up armor. Ever.
This would only happen if map-makers equip Creepers with armor via commands.
Ok, to the suggestion!
Why am I suggesting this?
Because the armor is able to render perfectly on them. I found out how it looks when making this.While I do not have any adventure maps, I know a great part of many adventure maps is custom mobs.This ranges from equipping mobs with colored armor, custom player heads, and even banners!The problem is, Creepers cannot render any of that! So they are left out, and look bare standing next to his friend, Mr.Coolios the zombie:
He looks more sad than usual.BUT, if we let Mr.Creeper render armor, he can look really cool like his zombie friend.
Rendering the armorAlright, now to the suggestion...Most of the armor should be able to render. The only exception being the legging, because, well...Creepers don't exactly have legs... Also, Creepers have 4 feet, but a pair of boots only has 2 boots.I don't think we need a solution to that problem as Creepers will not pick up armor, so you will not see two boots magically duplicate into four boots when roaming around.
Survival, and what's affected
Nothing! This suggestion would affect adventure maps, and adventure maps only. Creepers will never on any difficulty spawn naturally with armor like Skeletons or Zombies, 'nor will they ever pick up any armor pieces. Unless you're playing a world where a map maker (or yourself) has modified the world to spawn Creepers with armor via commands, you will never see one with armor in your world.
Creepers already have an armor layer?
Something brought up in the comments was that Creepers already have an armor layer. This armor layer is the blue electrical aura around Charged Creepers. While it doesn't add any defense it is considered an armor layer. This actually isn't a problem at all! You see, that layer is so big, that it will actually render OVER any equipped armor that a Creeper may have been summoned with. And in one of the 1.8 releases, a bug fix (Doesn't seem to be fixed now?)was made for a rendering issue related to armor and the charged layer... So there's no issue...(I don't think, I'm confused, the charged Creeper below clearly shows it's fixed, but now when I try it, it's not, and I'm using the same versions)
Defense on Creepers would make them too OP!
Maybe. I consider this mainly an opinion, but I still have a fix for it. Adventure map makers have control over many aspects of many mobs, including Creepers. One of those is the Creeper's health. If you wish to allow weapons to kill Creepers in the same amount of hits, you can lower their health to balance everything out.
Still not convinced? I have some proof of concept pictures for display!
I'm sure you want to see what this would actually look like, and below are some examples of how creative you can get with this, but these are only basic examples. Yes, you can customize this even more!
This one was made by: Techy4198,
This shows what Armor on Creepers would look like without the shoulder pads. It's a small change, but has a big difference. Thanks for the picture!
Post isn't that long, so go read it. :U
And for those who think OP Creepers are a problem, or they equip armor read this:
I don't want them to spawn with armor. 'Nor did I come up with this suggestion to make them more defensive. Only to be able to wear it via commands. That way adventure map makers could customize them. If armor is a problem, they can lower their health to even it out. They will NOT put it on or naturally spawn with it.
Creepers are easy to deal with, anyways.
So, what do you think? Do you support, do you have any feedback? Do you not support? If so why? Please post in the comments and vote in the poll your opinions!
Edit: On a side note, if you're wondering why i'm exaggerating the whole "They don't spawn with armor thing" is because many people are still confused about it.
May 26, 2015coins298 posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
I also doubt they would bring dual wielding weapons in. Not only could it be a bit overpowered, but to compensate for it they'd have to give some rather significant buffs to the existing mobs, as well as making the new mobs very strong. However, I think there may be an option to toggle your left and right hands appearing in First Person view.
Noooo! I don't want dual wielding!
Feb 4, 2015Mart_b77 posted a message on The Region Marker: /title for areas - An Adventure maps Must-HavePosted in: Suggestions
In such vast worlds, have you ever found yourself a little... disoriented?
Or have you ever created a map wanting people simply to know where they are?
The Region Marker
Whatever the goal is, let's give a name to areas with a block using what is existent in the /title command.
Simply crafted from a sign and 1 to 8 emeralds [as if land "paid"] defining the cubic radius of effect,
It will show upon placement a two-lined GUI (title and subtitle).
Using the same texture as the Sign it's made from (but paler?),
It would be placated onto blocks and never on a stick (Block side or block top).
Simple, powerful and, most importantly, immersive - at least that's my opinion.
To avoid abuse, the program would break the sign on the spot if there is more than 2 overlapping region markers (if this is possible).
Why 2? Because certain places are embedded in other places.
Or could be uncraftable in survival.
The biggest radius cannot be too big, but multiple Region Markers with same name won't show multiple times.
Let's say 1 cubic chunks for smallest, 3³ for second, 5³ for third, all the way to 15³.
That is to say, where ever the person placed the marker, it's the chunk in which it has been placed that is affected for performance reason. Spherical radius may hinder performance.
(For comparison, a smallest map contains 82 chunks and the second, 162 so it gives a quite big range of effect)
Here as an example of the four first level of effects with a smallest map.
Why not in commands instead of a new block?
More than one seemed to wonder why not do it with commands. Well, I tried, and here is how I could do it:
1. A loop checking if a player is close enough - if so start 2
2. Call subtitle and title, then start 3 and cancel 1.
3. A loop checking if a player is no more close enough - if so start 1.
But. It will not work for multiplayer.
Hence the need for this simplified block that would be gracefully placed by command-experts and command-dummies alike.
A side but still important aspect of this would be to allow the /title command looks to be customized through ressource packs.
You like a different font? On the top left instead of the middle? Ressource packs should be allowed to grant users a different style than the squarish white ascii like characters by which we are greeted with the normal font. Let's end this monopoly!
(Idea from Farm Collector.)
If you're not for a new block and would find the signs being overused, let's have this instead!
Point your cursor to its beam and its name will be displayed. Great for far recognition when multiple beacons are used.
Show your support!
<a href="http://bit.ly/1C8uiq6"><img src='http://bit.ly/1HFvUGA' /></a>
<a href="http://bit.ly/1C8uiq6"><img src='http://bit.ly/1EZU9j5' /></a>
Feb 15, 2015Mart_b77 posted a message on Fully Customizable Blocks - A creative step forwardPosted in: Suggestions"Every texture and colours on every model, easily, logically; simply amazing for maps!"
It will make files lighter, should cause less lag, give a lot of customizability, and help type human readable names like
/give player "blue brick stairs" (OR) /place "inverted north red oak stair" ~0 ~0 ~1Then easily be interpreted both in code and in commands.
Look at â, from French’s bâtir (to build) - it’s not a new letter but rather a + ^.
You can even have more than one accent like with this cute and evil looking ặ.
Blocks in Minecraft vary in model, texture, colour, and state.
Brick Stairs, heading North? Block id, Data value.
Wool, Red? Block id, Data value.
Oak door opened to the west? Block id, Data value.
This actually works fine for the moment.
Yet… this unclear model-texture and colour-state-texture distinction does not help customization, because, in order to have polished andesite stairs, trapped painted doors, obsidian red painted levers, or whatever your mind can create, one can only play with more and more block id and the same small amount of data value.
So let’s ease block/item/mob/biome addition by making the current system more intuitive and still light.
Varying bytes. Using this way of coding and due to its variable size, quick calculations can be made with great customizability.
Looking at the Chunk Format and NBT structure, block ID and data value are kept in cubic chunks of 16*16*16 block ID under 256 in one list (4'096 bytes of information), block IDs over 256 in another list called "Add" (2'048 bytes of information), and data value in a third list (2'048 as well). Which makes that each cubic chunk weighs between 4 and 8 kilobytes.
I'm proposing differently which can make each cubic chunk weigh between less than 1 kilobyte to (unfortunately but unlikely) up to 20 kilobytes when super hyper customized. Let's...
- separate Y and Z into subcategories inside the cubic chunk
- allow 16 bytes in each Z-lines of each Y-Leaflets for "blocks"
- keep added information in a new 8-bytes "Add" format melting old "Add" and "Data", and there can be multiple "Add" lists.
- have the number of 1 before the zero in bytes from the "Blocks" array represent the number of four-bits related to it in the new "Add" format (At most 8 four-bits per blocks but that's quite unlikely).
This is how it would work:
- 0AAAAAAA 128 blocks where data=0
- 10AAAAAA: BBBB 64 blocks with data value
- 110AAAAA: AAAA BBBB 512 blocks with data value
- 1110?AAA: AAAA BBBB CCCC 128 blocks (A) with data value (B) and colour (C)
- 11110?AA: AAAA AAAA BBBB CCCC 1'024 blocks (A) with data value (B) and colour (C)
- 111110AA: AAAA AAAA BBBB CCCC CCCC 1'024 blocks (A) with data (B) and 256 textures (C)
- 1111110?: AAAA AAAA AAAA BBBB CCCC DDDD 4'096 blocks (A) with data (B), colour (C), and 16 textures (D)
- 11111110: AAAA AAAA AAAA BBBB CCCC DDDD DDDD 4'096 blocks (A) with data (B), colour (C), and textures (D)
or 2'048 blocks (A+B) with data value (C)
OR 4'096 blocks (A+B) and data value (C)
OR data (B) and 256 textures (C+D)
If that is too complex, we can let go of the varying bit idea and simply add a new list for a third set of 4-bits for colours (2'048 bytes per cubic chunk, or 128 bytes per Y-leaflets, or 8 bytes per Z-lines) and a fourth for textures (16 possible texture related to the mix of block ID and data value, which can be hair pulling to prepare the code for it though). Of course blocks that are already coloured (stained clay) can't get coloured again.
Who can do it?
Generalized simplified recipe in survival
The principle (first presented by Alexcamostyle) is simple, really. So that all of this greatness is accessible in survival, the recipes should be simplified. 3 of the same blocks horizontal? Slab. A dye with a block whatever it is? Dye with said block. Can't get much simpler. For this the way recipe works probably has to be changed as well a little. We'll see.
New GUI when in creative
The old separation of blocks/items in creative may or may not continue to exist, but one could be able to make from a three to four sided window, first with model (block ID actually), second with texture, third with color, and fourth with miscellaneous data value and otherwise tags aspects.
Or we can leave it to the command savvy, simply doing /give %p 'big cyan obsidian boat' (modulable boat yay)
Extra customizable ressource pack
So you want a pink-stained golden door? But how does it look?
The program will look first for a file in the ressource pack called "pink.gold.door.png", if absent then "gold.door.png" adding to it a pink tint, and if absent then take the oak door, add gold texture, then pink tint.
You have orange brick stairs? Same thing, if there is an orange brick texture, it will choose it first, otherwise it will tint the existing texture.
A similar potential can be done with entities from which the number would never go beyond a relatively small number, thus allowing more modulability to each ones like villagers with strange item exchanges, bigger creepers which could drop a TNT block, friendly spiders... And what about a swamp in which water is poisonous, or a mountain with loads of ore but water-filled caves? the limits are really far
The system for entities and biomes would be a quite different different though, and instead of having 4 bits per additional 1 in front of the first zero, it would have 8:
- 0AAAAAAA for 128 normal unspecific mobs/biomes.)
- 10AAAAAA: AAAABBBB for 1'024 entities/biome/etc. (it can't get more numerous) with 16 different basic changes (that can include the different kind of villagers, guardians, golems, or M/X/whatever other version of biomes)
- 110AAAAA: AAAAABBB BCCCCCCC same thing plus one of 128 predefined add-on (outfit, exchange, poisonous water)
- 1110AAAA: AAAAAABB BBCCCCCC CDDDDDDD same thing plus another 1/128th add-on
- 11110AAA: AAAAAAAB BBBCCCCC CCDDDDDD DEEEEEEE
- 111110AA: AAAAAAAA BBBBCCCC CCCDDDDD DDEEEEEE EFFFFFFF
- 1111110A: AAAAAAAA ABBBBCCC CCCCDDDD DDDEEEEE EEFFFFFF FGGGGGGG
- 11111110: AAAAAAAA AABBBBCC CCCCCDDD DDDDEEEE EEEFFFFF FFGGGGGG GHHHHHHH (you get the principle)
Human Writable Names for ID and data value
- It's going to be arduous change yet when it's done it's done for good.
- It may break many mods in their current form yet it will simplify mod making afterwards.
- By separating texture and data value, slabs and stairs for example will have unused bits yet it can be used to have side way stairs or slabs (the latter useful for thinner walls).
- Also, there will be block ID and texture overlapping, so the code is not fully efficient but at least enables future addition of blocks.
By the way, this, if well made, will not screw up existing world, only update it. Of course it's good to make a copy of your world before opening it like after any update.
Show your support
Copy the code below the image into your signature if you like!
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Apr 15, 2015Posted in: Redstone Discussion and Mechanisms
Am I the only one being super annoyed by Dan's lack of spelling?
you seem like a half decent redstoner, but come on. fix your spelling. Is it really that hard to click that little red squiggly line below your words?
It'd make me (and, I'm sure, alot of other people) happy. ty
Be nice he has a mental disability as he said in his last post!
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