• 0

    posted a message on Alternative to Drag-and-Drop Workbench
    So it's been bugging me for a long time that I have this neat shift-click ability in containers and furnaces (and soon my very armour itself), but not work benches.

    What I propose is that the number pad be used as the modifier, with the position on the work grid the relative position of the number pad key.


    For the sake of clarity, that is:

    Num_Pad7 + Click = Block/stack placed in upper left square of workbench
    Num_Pad8 + Click = Block/stack placed in upper middle square of workbench
    Num_Pad9 + Click = Block/stack placed in upper right square of workbench
    Num_Pad4 + Click = Block/stack placed in middle left square of workbench
    Num_Pad5 + Click = Block/stack placed in center square of workbench
    Num_Pad6 + Click = Block/stack placed in middle right square of workbench
    Num_Pad1 + Click = Block/stack placed in lower left square of workbench
    Num_Pad2 + Click = Block/stack placed in lower middle square of workbench
    Num_Pad3 + Click = Block/stack placed in lower right square of workbench


    If they wanted to be trixie, 7,8,4, and 5 could also be used for the crafting part of the player inventory screen.
    Posted in: Suggestions
  • 0

    posted a message on Redstone Conducting Piston
    I still want this. =(
    Posted in: Suggestions
  • 0

    posted a message on Redstone Conducting Piston
    Not entirely certain what all tags to add. Other, obviously than "Redstone." Which, kinda seems redundant from the title. Never have I been terribly good at drawing attention to myself. XD



    EDIT: I would like to thank you for that link to your "5 rules of game design". A lot of it strikes me as kind of 'common sense' stuff, but still a very enjoyable read. And that 'common sense' perception could easily be coloured by experience with games, both in terms of just playing games of various sorts, and tinkering with 'house rules' for D&D and a few other games.
    Posted in: Suggestions
  • 0

    posted a message on Redstone Conducting Piston

    Stacking multiple redstone pistons would make effective elevators as they'd all power each other and extend. All you'd need is a switch at the top to turn off the piston at the bottom and they'd all turn off.
    So it opens up greater possibilities for both simple and complex mechanisms.


    That's actually another application I was thinking about, which might be a reason we haven't seen one yet: it might be somewhat lag-o-rific for online games. The circle elevator I made (forget from whom I ripped off the design, maybe EthosLabs?) had some serious problems when I made it in a multiplayer game. I imagine the same would be true, but even more profound for a connected series of these proposed redstone pistons.
    Posted in: Suggestions
  • 1

    posted a message on Redstone Conducting Piston
    Not having an option for inert pistons might have some unwanted side effects. Options are almost always superior to irrevocable global change.
    Posted in: Suggestions
  • 2

    posted a message on Redstone Conducting Piston
    So, with the advent of the super-cool and flashy redstone lamp, I was reminded of an interesting design for some walkway lights that use glowstone for illumination, and are pushed up through the ground by pistons (covered by a slab to hide the glowstone during the day). I've been thinking about how you could do that with redstone lamps, but the only (pretty) solution is if a piston can conduct redstone current.

    It could use the same design as a current piston, but the top-middle could be a redstone dust (or repeater, perhaps, to make it a bit more material-intense). Or like a sticky piston, maybe crafted after a piston and uses a redstone dust or repeater in place of the slime ball. Or maybe crafted by a sticky piston with a redstone dust above it. So many delightful possibilities.

    I'm sure it could have plenty of other fun uses and applications.

    I'm also sure *someone* has made this in a mod. I really don't care. I'd like to see it in the game game.

    EDIT: Changed title as per suggestion; this last line I guess isn't necessary, shame on me not reading the rules first. =X
    Posted in: Suggestions
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    I have a problem. I input seed 314159265358979323 and it tells me there is a village at x: 32, Z: 832, but I go down there, and there's no village.

    Also, have you considered adding a feature to allow it to locate "dungeons", too?


    EDIT: And maybe a filter on the map to show slime-spawning chunks? I'm just tossing ideas out here.

    EDIT 2: Also, could the map window's title include the seed for the map? That would make it nice and easy to compare different maps without forgetting which is which seed.
    Posted in: Minecraft Tools
  • 0

    posted a message on Taking Mod Requests
    I would like to put forth/bring to your attention a request/idea that was originated from RoverHD on another thread. It seems like it would be relatively simple and easy to do (though may, in fact, be exceptionally difficult or impossible, WTF do I know, I'm no coder. >.<).

    Quote from RoverHD

    I'm requesting a fairly simple mod that will allow users to remove/ choose which mobs/ animals to be spawned.

    Basically, the mod should put in place a toggle-able UI which has checkboxes next to each different Mob's name. The player will press a key (C perhaps?) and the interface will come up.

    If it's checked off, the mob will spawn naturally, if not, then it won't.

    ...

    It's pretty straightforward, I know, but I can't quite make it myself because I've never even touched the idea of programming a mod (Not yet).



    Quote from PhotriusPyrelus

    I like this idea, but I would like additional options. I don't mind most mobs, but I absolutely hate the block damage that Endermen and Creepers do. I'd love and addon that makes creeper explosions ineffective against blocks (but still hit you with the same damage), and that removes Endermen's ability to pick up blocks. Seems to me it would fold into a mod like this quite nicely. It could be a sub-check box below Endermen and Creepers.

    The simple solution is to play on Peaceful, but I really do like the light combat element in the game. I like that creepers are quiet and can catch me off-guard and kill me. I just really (really) don't like the collateral damage to the landscape.

    If I knew how to make such an addon I would surely do it myself, alas! I do not. v_v

    Eample of ui:

    ***Neutrals***
    [ ] Chicken
    [ ] Cow
    [ ] Pig
    [ ] Sheep
    [ ] Squid
    [ ] Wolf
    [ ] Zombie Pig-men

    ***Hostiles***
    [ ] Blue Spider
    [ ] Creeper
    --[ ] Disable Creeper explosions affecting blocks
    [ ] Enderman
    --[ ] Disable Enderman block manipulation
    [ ] Ghast
    [ ] Skeleton
    [ ] Spider
    [ ] Spider Jockey
    [ ] Zombie



    You could extend this even further to toggle certain other mob behavior as well, perhaps. Like removing the flee instinct from the neutral animals, maybe? I also realize there is already currently an addon to remove Endermen block manipulation here, but that cannot be easily toggled on and off.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQ] Animal Config
    I like this idea, but I would like additional options. I don't mind most mobs, but I absolutely hate the block damage that Endermen and Creepers do. I'd love and addon that makes creeper explosions ineffective against blocks (but still hit you with the same damage), and that removes Endermen's ability to pick up blocks. Seems to me it would fold into a mod like this quite nicely. It could be a sub-check box below Endermen and Creepers.

    The simple solution is to play on Peaceful, but I really do like the light combat element in the game. I like that creepers are quiet and can catch me off-guard and kill me. I just really (really) don't like the collateral damage to the landscape.

    If I knew how to make such an addon I would surely do it myself, alas! I do not. v_v


    EX:

    ***Neutrals***
    [ ] Chicken
    [ ] Cow
    [ ] Pig
    [ ] Sheep
    [ ] Squid
    [ ] Wolf
    [ ] Zombie Pig-men
    ***Hostiles***
    [ ] Blue Spider
    [ ] Creeper
    --[ ] Disable Creeper explosions affecting blocks
    [ ] Enderman
    --[ ] Disable Enderman block manipulation
    [ ] Ghast
    [ ] Skeleton
    [ ] Spider
    [ ] Spider Jockey
    [ ] Zombie
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Two Crafting Ideas
    I had two simple and humble ideas for crafting.

    The first is a mining helmet.

    ITI
    IXI
    XXX

    Where I = Iron, T = Torch, and X = empty. What this would do is give you an helmet to be equipped which would give 0 armor, but make the player a level 7 to 9 light source. I don't really know if this is even possible with the way light is done in the game, but it would sure be a convenient toy. Maybe gold instead of iron just to make it more expensive for the purposes of 'balance?'

    The second is simply tools made of obsidian, which would have the mining speed and properties of stone, but be indestructible. It makes sense to me, since obsidian is so sturdy when trying to harvest it, but it's more closely related to stone than to metal or jewels (diamonds). I suppose not many folk would actually use them because stone mines "so slowly", so there might not be much reason to bother with it, and maybe notch is completely opposed to the idea of indestructible harvesting tools.

    Just a couple thoughts I had while playing, thought I'd share. Back to the proverbial 'salt mine'!
    Posted in: Suggestions
  • To post a comment, please .