Right now, a painting item can be crafted using any color of wool. Unfortunately, no matter what color we use, we get the same, undifferentiated painting item that produces a random image from just one collection (texture file). I say "unfortunately" because information is being lost.
Well, that may have been fine and dandy back when painting were first invented, but in the next MC update (1.9?) that dives into entity improvements (yes, paintings on walls are entities), vanilla MC should start to differentiate. There are 16 colors of wool (numbered 0 to 15) that should translate into 16 subtypes of painting items (in inventory) that should translate into an entity that can display an image from one of 16 different collections of images.
It would also be nice if Mojang would use all of the image space in each texture file. Right now, the programming and texture leave a LOT blank space -- space wasted.
Instead of the 26 images currently possible in one texture file, there would be 16 collections x ~32 images EACH for a total of about 500 possible (predefined) paintings that Mojang would provide as part of vanilla MC. A player would have control over the collection (by choosing what color of wool to use in crafting), but the canvas within the collection could remain pseudo-random on placement into the world. To make a player's choice of collection meaningful, each collection (texture file) should fit some category/theme, and the theme for each color should be published. That way, the player could choose the topic, and Notch could still randomize the object.
To simplify the coding, every texture file would use the exact same pattern of canvases (i.e. the EntityPainting class would have one and only one EnumArt list of image dimensions and locations). There'd be a 4x4 here and a 2x2 there... A "canvas" would be a position within a texture file, and the image you get would depend upon which texture file you chose by what wool color you used. Thus each painting entity could find its image by lot (file) number and canvas location name (title). In other words, lot number would bind a texture file, and canvas title would look up the dimensions and location with the file.
Because of the way paintings are currently coded, it is possible for all of the current images to be moved around within their texture file (i.e. the storage can be "defragmented", and EnumArt can edited to still point to them). Then new canvases can be laid out within the collected free space. It will even possible to lay out some new, extra-large canvases that are 5x5, 4x5 and 5x4 or 5x3. I suggest that the "old school" MC paintings be kept on the "white-wool" (00) texture file. This will make conversion from old worlds easy: All existing hung paintings will become collection #00 and keep their existing titles.
In the mean time, while waiting for planet Mojang to enter the constellation of "entity upgrade", I am developing a Forge mod to demonstrate this concept. I can't change the way vanilla paintings work, but I have created a new subclass of paintings that operate as I have described. I am currently in alpha test (only one "color" has real images; they're fair-use of famous paintings). I'll be uploading it to CurseForge and posting a link here in the next few days. I have a few ideas for topics, but there are more colors than I have topic ideas. I look forward to your comments.
- PineappleWitness
- Curse Premium
-
Member for 9 years, 7 months, and 28 days
Last active Wed, Jan, 4 2023 03:11:24
- 5 Followers
- 239 Total Posts
- 80 Thanks
-
2
Jeffryfisher posted a message on More Paintings: Use Wool Color to Select Texture FilePosted in: Suggestions -
1
WoodBlock posted a message on A Peaceful EndOnce the dragon is gone, what is left in the end to return to? Nothing but a barren wasteland, just a floating mass of endstone, punctured by a few obsidian towers and some enderman. There is nothing to return to. My idea is to transform the end into a peacefully (Or at least, semi-peaceful) realm for the player to reside in. (Please note that the end will only change when the player re-enters the end after defeating the dragon)Posted in: MCX360: Suggestions
After you defeat the dragon and leave the end, it will regenerate, and turn into a collection of smaller floating islands. How these islands would look:
The main island: One large island would generate in the middle. It would be 1/10 the size of the current end island. It would be made of endstone, which would appear on the bottom, and would have dirt and bluegrass on the top. They would generate with small lakes of water, which could potentially flow of the islands edge. Two types of folliage would grow on the top. The first thing is a new type of tree, a bluespruce. The other type of folliage is a purple mushroom. The end fountain would be in the middle.
Small islands: Small islands would look similar to the large one. They would be anywhere from 10 to 25 blocks across, and would also be made out of endstone and bluegrass, with bluespruce trees and small mushrooms on the top. One of these islands would have the obsisdian platfrom for the player to arrive on.
Endstone islands: These islands would be around 30 blocks across, made out of endstone. On the top would be broken obsidian towers. Endstone islands are the only places endermen would spawn. 4 of these will generate, but only at the corners of the build area.
New blocks:
Bluegrass: These would be similar to regular grass, but would have a bluish hue to them. They would occasionally ommit small blue particles, which would deter enderman spawning and teleportation. Like mycelium, mushrooms could grow and spread regardless of light levels. Bluegrass could be picked up with silk touch.
Bluespruce: These would loon similar to regualr spruce trees, but would have a blue coloration to the logs and leaves. The planks would be a pale blue as well. They could be harvested and regrown the same as other trees.
Purple mushrooms: The purple mushrooms would behave the same of other mushrooms. They have a purple color. Huge mushrooms would be shaped similar to a huge brown mushroom, but would cruve slightly. Both the small mushroom and huge mushroom blocks will glow, emmiting the same amount of light as a Redstone torch.
Other changes: Water in the end would be light purple, and the sky color would lighten. Enderman would not teleport onto, or within 10 blocks of bluegrass. The dragon egg would be availible in the creative mode inventory. And finally, the main menu would now have an option to reset the end.
If you have anymore ideas, or thoughts on this idea, feel free to share, and vote in the poll. Thanks for reading! -
12
Thaegrim posted a message on [Corn!] A more challenging farm - Corn, Scarecrows and Crows in minecraftTo whomever it may concern, I have a suggestion that I feel would really add to the experience of minecraft. The ideas will be split into a few parts for a more efficient framing of my idea; corn, crows, scare-crows, and finally a new enemy mob.Posted in: Suggestions
Lets begin with corn. Corn is an idea my brother and I have been wishing for for some time, and I think it would be a fairly beneficial element to the game's growing agriculture options. Corn would be, from my personal hopes, a more permanent crop wherebye you grow the plant once and then remove the ears of corn as they grow by right clicking them. From the ears of corn, they could be cooked to be eaten or crafted to make curnels(similar to seeds from pumpkins/melons) which would in turn be the means of planting more stocks. To start a corn field you will find cernels in villages as you would other rare items or through trades. The actual stocks of corn would be 2 or 3 blocks high and unable to be destroyed by jumping, allowing corn fields to be an easy place to get lost or ambushed in by mobs. This sort of maze would be quite amusing and challenging, and would add some evening suspense. The corn would need to be grown in open air, no greenhouses or underground farm. There may be no blocks above the corn or else it will only be the stock that grows but it will not yield corn. (This is actually just a cheap fix for a problem some of us noticed in the comments, if someone else has a better solution please let me know.)
Corn would not require watersource after the crop itself is planted. You need to let the stock grow in the same way you would any plant, but then after it has grown the corn will replenish itself regardless of whether or not the plant is in range of a water source block. Though corn appears more convenient aside from the necessity of finding a village or abandoned farm, corn will prove a challenge due to the next element of my idea: crows.
.
A sort of texture test done with some fences, hay bale and jackolantern, but in actual practice I would think that the scarecrows dimension's would be closer to a player's except with arms out wide and no legs(as he is on a pole).
Crows being the main entity of this proposal, they would be the first real birds in vanilla minecraft. Crows will circle over corn fields and steal any and all ears of corn from the stocks as they spawn, making producing corn a challenge. crows are also natural scavengers would be attracted to rotting flesh, mainly zombies. Crows by night will peck at zombies, doing minimal damage, but doing just enough to act as a distraction from the player. However crows would also potentially attack players, should they be holding corn or rotten flesh. Crows would spawn in groups of 3-5 at a time, otherwise called murders (seriously, this is what a group of crows is, isnt that interesting?). When concerning corn however crows would mainly be an annoyance to the player, thus bringing in the necessity for my next implement.
The scarecrow would be craftable using sticks, jack o lanterns and hay bales. It's purpose would be to both serve as a light source, and a repellent to crows so as to prevent them from stealing your corn. Similar to a watersource block, the scarecrow would serve only a designated area from it's source. This would serve as a new purpose for jack o lanterns, something I feel is lacking. It would both protect fields from crowa and from hostile mobs spawning due to light source in the scarecrow...admittedly that's all I have for that one, Im open to suggestions for more uses, butter honestly that seems satisfactory.
The final proposition I have is a new boss or fairly challenging mob like the wither skeleton. To be spawned you would need to place a specific block(or group of blocks, I don't know something rare and difficult) in the middle of a crop circle. The player would need to design a specific shape in their cornfield to allow this boss, or very strong mob to spawn inside of it. I have very few ideas on what would spawn inside but again, this is just an idea.
It has been suggested to me that the boss could be a kind of large, evil scarecrow (not unlike the pumpkin king from Nightmare before Christmas) bent on avenging the corn you have stolen. This is just an idea and I would appreciate more feedback to really shape the idea into something usuable and interesting.
Another possibility could be to have abandoned farms with corn field's spawn. This would provide a source of corn to start a farm with, but it would be guarded by the enemy scarecrow mob.
Like this idea and want to support it? copy the url of this banner and put it in your signature! -
170
SomethingSlimy posted a message on Larger Terrain Generation (Not Biomes)Although the terrain in minecraft is far from perfect, one thing about it has always bothered me more than anything else: Everything just seems so small. The rivers and ponds seem tiny, the islands in ocean biomes are tiny. Even the mountains in the Extreme Hill biomes seem tiny.Posted in: Suggestions
My proposed solution to the problem is a new world type in the options when creating a new world. This new world type would be similar to the current one, aside from 1 difference: the terrain is expanded by 2x, 3x, or even 4x larger than what would normally generate in Minecraft. (The pictures below are 4x bigger, but the amount the terrain is enlarged could be an option)
- This would not affect current terrain generation because it would be a new world type.
- This would not make trees or villages bigger, it would only affect terrain.
- This would not construct the terrain, then enlarge it. (That would most likley cause severe lag) It would generate the terrain based on how the current generator works, only larger.
- This would not affect the size of each chunk, it would still generate with 16 x 16 chunks.
- The height of Minecraft would not be increased, and the world would not get deeper. This suggestion would only affect the surface of the world.
- Biomes would still generate normally, not enlarged. Though it would be great if there could be an option for either Large Biomes or Default Biomes when starting a new "Larger Terrain" World.
- This would not make villages and mushroom biomes more rare, they would spawn normally, just with different terrain.
- (Some have suggested that this idea should replace the "Large Biomes" world type. If this was implemented, biomes would spawn like they do in the "Large Biomes" world type.)
Example:
This is how Minecraft terrain looks by default. The red square is expanded 4x below.
These two images are to the same scale. The one below demonstrates what I mean by "expanding the terrain 4x." (I didn't recreate the desert, but biomes would still generate like normal.)
Example of larger hills/mountains:
How hills currently appear in Minecraft. Below is what hills and mountains might look like in a "Larger Terrain" World.
Current:
Larger Terrain:
Current rivers compared to larger ones:
Current:
Larger: (The 2 block steep coastline was created because I simply expanded the current terrain 4x for these examples, nothing has been smoothed out. The images are just for example.)
Larger Beaches:
(Unfortunately the beaches look rather ugly, but it's a problem with the way beaches work in World Painter and it does not have anything to do with this suggestion.)
Larger lake:
Current:
Larger:
Larger ponds:
Current:
Larger:
Larger Ravines:
Current:
Larger: (wow)
Larger islands:
Current:
Larger: (Bare lumps of dirt aren't so bad anymore! Could use some trees though.)
(The rest of these examples are Extreme Hills oriented. I used the same type of terrain that spawns in ravines for the rocks of the mountains, meaning that random waterfalls and lavafalls would spawn. I got rid of most of them by hand, but some of them escaped my grasp. I wouldn't mind seeing occasional waterfalls in mountains though, because I think these look really cool!)
Current:
Larger: (World Painter doesn't support overhangs like the ones in extreme hills biomes, but this should suffice.)
Current: (This is one of the few times an Extreme Hills biome actually looked like a decent mountain.)
Larger: (The grass is brighter because I forgot to make the mountains "Extreme Hills" in World Painter, sorry about that.)
Current:
Larger:
Current:
Larger:
Current:
Larger:
Current:
Larger: (Looks brighter because of the fog, that's how zoomed out I was.)
Current:
Larger: (Sorry about the lack of trees, I didn't pay attention to the biomes as much as I should have.)
Current: (The Mountains actually look pretty good in this screenshot, but I don't think they're as magnificent as the larger terrain example.)
Larger:
(The above example images were made by expanding a normal Minecraft map 4x in World Painter.)
Pros:
- Could possibly make Minecraft terrain interesting again.
- Epic ravines.
- Naturally generated layered snow.
- Longer, thicker rivers.
- Actual mountains and hills.
- Bigger beaches. (though still ugly)
- Bigger islands in oceans.
- Ponds that aren't eyesores. (sorry)
- Horses are even more useful
- Horse travel might be more interesting because of the terrain, and length of the journey.
- Takes more than five minutes to cross entire continents.
- It would be a completely different world type, meaning it would be optional.
Cons:
- It may take ages to get places. (though I'd imagine exploring would feel more rewarding)
- All that flat land might get boring. (but ideally the new terrain would generate with "noise" over the large terrain to make it more interesting and less smooth.)
- Oceans would be massive, unless they weren't made larger along with the terrain.
- Mountains may lag slower computers. (though they wouldn't be that much higher than mountains are right now. The mountains in my examples are much larger horizontally, but not that much larger vertically.
- People who can only play on the tiny render distance would have trouble seeing the terrain.
And that's all I can think of!
I made a signature banner for this suggestion! Feel free to submit your own.
Full size: (worthless for signatures)
Thanks for taking the time to read this suggestion! And thanks for the support everyone! Please criticize this if necessary! -
56
Jeffrey6978 posted a message on Minecraft Beta Customized Terrain Generator Preset "Neo-Beta" (Glacier seed comparison pictures inside.)Because of the amount of people who like the Minecraft Beta terrain generator, I felt this deserved it's own thread, so that people could see that this is indeed possible.Posted in: Customised Worlds
I've made a preset that is close to the Beta generator, it has full height variation across all biomes, and many of the landmarks look similar to the Beta landmarks in the seeds I've tested.
There are some differences, but that could have something to do with the addition of all the new stuff since Beta, making the random generator give out somewhat different numbers than it used to.
I call my new preset the Neo-Beta preset.
I've also made a second preset that I call the Super-Beta preset, which is the Neo-Beta preset, with much higher mountains that can extend to near the build height, a higher sea level, and 50% more underground space than Neo-Beta.
It can get kind of laggy, I recommend increasing the amount of ram that you run Minecraft with for the best results.
Here are the presets for you to use:
Neo-Beta Preset
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.000,"upperLimitScale":512.000,"depthNoiseScaleX":200.000,"depthNoiseScaleZ":200.000,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":0.0,"biomeDepthOffset":0.370,"biomeScaleWeight":0.0,"biomeScaleOffset":0.5,"seaLevel":64,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":false,"useVillages":false,"useMineShafts":false,"useTemples":false,"useRavines":false,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":2,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":128,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":128,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
Neo-Beta Preset (with Map Features turned on)
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.000,"upperLimitScale":512.000,"depthNoiseScaleX":200.000,"depthNoiseScaleZ":200.000,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":0.0,"biomeDepthOffset":0.370,"biomeScaleWeight":0.0,"biomeScaleOffset":0.5,"seaLevel":64,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":2,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":128,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":128,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
Super-Beta Preset
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.000,"upperLimitScale":512.000,"depthNoiseScaleX":200.000,"depthNoiseScaleZ":200.000,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":160.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":160.0,"baseSize":12.5,"stretchY":12.0,"biomeDepthWeight":0.0,"biomeDepthOffset":0.1,"biomeScaleWeight":0.0,"biomeScaleOffset":1.5,"seaLevel":96,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":false,"useVillages":false,"useMineShafts":false,"useTemples":false,"useRavines":false,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":3,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":128,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":128,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":128,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":256,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":112,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":48,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":24,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":24,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":24,"lapisSpread":24}
Super-Beta Preset (with Map Features turned on)
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.000,"upperLimitScale":512.000,"depthNoiseScaleX":200.000,"depthNoiseScaleZ":200.000,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":160.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":160.0,"baseSize":12.5,"stretchY":12.0,"biomeDepthWeight":0.0,"biomeDepthOffset":0.1,"biomeScaleWeight":0.0,"biomeScaleOffset":1.5,"seaLevel":96,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":3,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":128,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":128,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":128,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":256,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":112,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":48,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":24,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":24,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":24,"lapisSpread":24}
I've compared the code in ChunkProviderGenerate.java from Beta 1.7.3 to the code in azd.class from 14w18b.
The following terrain settings had the exact same values in both Beta 1.7.3 and 14w18b:
coordinateScale: 684.412
heightScale: 684.412
lowerLimitScale: 512.000
upperLimitScale: 512.000
depthNoiseScaleX: 200.000
depthNoiseScaleZ: 200.000
depthNoiseScaleExponent: 0.5
mainNoiseScaleX: 80.0
mainNoiseScaleY: 160.0
mainNoiseScaleZ: 80.0
baseSize: 8.5
stretchY: 12.0
seaLevel was 64 in Beta 1.7.3 instead of 63.
biomeDepthWeight, and biomeScaleWeight both need to be set to 0.0, in order to get full height variation across all biomes back.
The two settings I couldn't find the value for in Beta 1.7.3 were biomeDepthOffset, and biomeScaleOffset.
I checked the code for ChunkProviderGenerate.java in Minecraft 1.6, and those two settings affect minHeight and maxHeight.
If you've already set biomeDepthWeight and biomeScaleWeight to 0.0, then they seem to affect the height universally across all biomes.
The Beta 1.7.3 code seemed to use a lot of math to determine the minimum and maximum height, and I couldn't quite figure out what numbers I should input there.
So, I've played around with both biomeDepthOffset and biomeScaleOffset, until I got things looking as close to Beta as I could.
If you want to play around with it some more, biomeDepthOffset is minHeight, and biomeScaleOffset is maxHeight.
I've set biomeSize to 2, as I felt that setting was closest to Beta's small biomes.
Here are some comparison screenshots on the same seed, between Beta 1.7.3, and 14w18b with the Neo-Beta preset.
Seed: Glacier
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Version: Beta 1.7.3
Version: 14w18b
Preset: Neo-Beta
Here are some more screenshots of the Neo-Beta preset.
Seed: Neo-Beta
Version: 14w18b
Preset: Neo-Beta
And, here are some screenshots of the Super-Beta preset.
Seed: Super-Beta
Version: 14w18b
Preset: Super-Beta
A really nice floating island I found, I wouldn't mind setting up a base here.
Creeper Island!
For some reason this picture reminds me of a Goa'uld mothership from Stargate SG-1 landing.
At the bottom of a deep sea (Y: 66), staring up at the surface (at Y: 96).
The deepest sea I've seen with this preset reached a depth of Y: 59, but seas that deep are rare.
Standing in a savanna at sea level (Y: 96 in this preset), looking up at the mountains.
Standing at the top of a "Deep Ocean" mountain range, at Y: 241, near max height.
The tallest mountain I've seen with this preset reached a height of 251.
Even in Super-Beta, there are nice flat areas for you to build on, if you look hard enough.
Very high mountain top plateau at around Y: 220.
A "Mushroom Island", seems more like a mushroom mountain if you ask me.
I hope you like my presets!
-
285
Prince_Deity posted a message on Diamond ore and block retextureI figured that diamond ore should match the style of emerald ore since they are both gems, and I also figure since iron blocks were changed to look unique that so should diamond blocks. I noticed that emerald blocks seems to copy the pattern of the emeralds themselves, making a diamond shaped pattern, so I wanted to make the diamond blocks match diamonds as well with a raised square pattern like we see here:Posted in: Suggestions
So, I present to you my new texture ideas:
Ore:
Block:
Here are a couple comparisons against emerald:
And here is a 16x16 wall and 3x3x3 cube of diamond blocks, just to give you a better idea of what they look like in a group:
And here are some side by side comparisons with the old textures:
I really hope this is at least taken into consideration, and I would appreciate comments from other users since we are who the game is made for.
Side note: If you like the textures and want to use them in your own texture pack, please feel free to do so. While I would like credit, I won't demand you do so.
Also, I've pretty much given up on the ore, and I understand the concern about how iconic the ore texture is, so I would much rather get an opinion on the block rather than the ore.
To those of you who say this is what texture packs are for, please note that this the suggestions forum. The existence of a mod or texture pack should not be used to dismiss an idea.
To those of you who think that textures shouldn't be changed, read this:
http://www.minecraft...0#entry16454406 -
110
Coalshower posted a message on (New Tweaks) Using Leather Boots as Chew Toys to Distract Wolves [with concept art]Posted in: SuggestionsWolf(with Leather Boots)Tamed and Neutral
Appearance (with Leather Boots)
A sitting Tamed/Neutral Wolf
Behavior (with Leather Boots)
It can neither attack nor stand up(Actually, this behavior seems useless.)
And as suggested by some, lessen the barking
How to do:
Right-click on an Aggressive or a Tamed Wolf.
And as suggested by some, only Tamed Wolves that are yours could be given a Leather Boot
For an Aggressive Wolf, anyone can give a Boot anytime.
For a Tamed Wolf,anyone can give a Boot when the Wolf is not targetting anyone or anything, including mobs. If it is tracking something or someone already,only the owner can give a Boot.
Effects:
Aggressive: It and all other nearby Wolves will revert to Neutral and crowd towards the Wolf with the Leather Boots
Tamed:It will not attack any mob or player and any previous targets will become untargettedAny previous targets become forgotten by the wolf. However, that does not mean they cannot attack anymore.
(Note: The Boot lasts as long as its durability was when it was given. 1 durability point = 1 second/20 ticks)
Combat (with Leather Boots)
None...
Whenever a previously chewing wolf or the owner gets attacked, the wolf will stop chewing the boot and aid the owner in fighting. They will drop back the boot but applying the damage they have already done to it.
Advantages
-A way to remove Wolf anger when you hit the owner
-A way to neutralize angered wild Wolves
-Lessened barking
Disadvantages
-Immobility of the Wolf (unless pushed by a mob/player or using a Minecart)(I don't think giving the boot needs any negatives. It's not like adding a way to make the wolf stop attacking somebody requires a drawback.)
Banner
-
345
Insurrection posted a message on The "survival" part of the game is bad on a fundamental level.Posted in: Survival ModeI'm sure you've seen quite a few people mention that MC is crap. Maybe they've listed reasons why, maybe they haven't- but outside the MC community, there's a lot of hate towards this game. Specifically, the "main" game mode, survival. Why? Well, that's what this is for- to list precisely why this game is bad. More than just complaining, I'll list (happily) how it can (and probably should) be done better.
As a preface, if you're going to just post "well if u dont like it, dont play it!" or "they work hard on it! why dont U make ur OWN game and see how easy it is!!!", do yourself a favor and don't. For one, I know how hard it is to make a game. Especially one with as much potential as MC. That's what frustrates me- it has so much potential and work put into it, and had a lot going for it early on, but somewhere around alpha it just lost its focus. Anyway...
1a: The reliance on the wiki/community.
Survival mode relies HEAVILY on the wiki to know what to do. Short of a few easy-to-understand concepts (blocks break, right clicking places them, etc), you pretty much don't know what to do without loads of trial and error. Or rather, without the wiki/community videos. This is unacceptable.
It's ok for a game like Sonic the Hedgehog or Mario to not have a tutorial- they're generally easy to play games, and their basic mechanics are introduced within the first stage of their game. Past that, you typically don't need to know much more than moving and jumping. However, Minecraft relies heavily on the user knowing the recipe's for virtually everything- it also relies on them knowing a lot of things like what a lot of the items even do. Nether Warts, Eye of Ender, etc... they're all items you only know the purpose of because of the wiki or videos that highlight updates.
Now, I'm sure one of you will raise their hand and proclaim "But I didn't even USE the wiki! I learnt it ALLL by myself! Check and MATE!". Good for you- you're an exception. The fact is, most people use the wiki or youtube videos to understand what the hell to actually do in this game (again, for survival- creative is a moot point to this rant).
Again, this is unacceptable for any kind of game with complex mechanics. There's no books you can find through the game, no NPC's you can ask for help from, no tips you generally get... nothing. You have to either figure out through mindless trial and error, or consult the wiki. Ugh.
To explain why this is particularly crappy, it's been like this since this game was created. It was acceptable in indev, and even in alpha. But then beta came around... still no form of tutorial or teaching methods. And then 1.0 came out. STILL NOTHING. Sigh.
1b: How to fix it.
Give the player a book straight in their inventory. Something like a "recipe book", where you can place items in your inventory, and see what possible things you can make from it would be nice (similar to Terraria's guide).
This alone would solve a lot of problems honestly, but some more effort towards this would be nice. It doesn't need to be a straight up "Hello, and welcome to minecraft!" tutorial- I can see why that'd be dumb. But there's NO effort to even make it a sort of "Here is how it works, now you try" tutorial like a lot of classic games used to do.
What MC currently feels like is one of those random old NES games that had a lot of weird mechanics, and you needed to consult the manual on how to do basically anything. Actually, it's almost exactly like that. There's a reason games are either simple, have some form of a tutorial/teaching stage, or are terrible.
2a: The difficulty.
Difficulty in the current game is... silly. It's a step backwards in what difficulty should be. Instead of changing game mechanics a bit to actually enhance difficulty, it just artificially enhances difficulty by increasing/decreasing mob health and damage. This is silly, and frankly, lazy.
What's worse, is that you can change difficulty at any point of the game- this makes the entire idea moot. Yes, there are games that do this- that doesn't mean they're doing it right. I mean, why fight through a stronghold when you can set difficulty to peaceful? Oh, because it "gives you the option to"? No. It's a game about survival. Why give me options like this where I can make the journey easier? It's like giving a 12 year old kid the option to cheat in a math test, then hope they don't.
Now, allowing players to change difficulty upon starting a world is fine. It's changing it mid-game that is full-on stupid. Of course, this hasn't been changed since difficulty was even introduced- flat out stupid, lazy game design.
2b: How to fix it.
-Make health and mob damage the same across all difficulty levels.
-Remove the ability to change difficulty modes mid-game.
-Do more things like the "zombies can break down doors in hard". THIS actually makes for difficulty- mob intelligence. Preferably, make zombies able to break down doors in normal.
-Add more mechanics that are changed via difficulty.
-Make normal harder than the current game, and hard truly difficult. Easy should be about as easy as it currently is (which is actually very easy).
-Give mobs a lot more abilities. Zombies that can turn villagers into zombies, make zombies not de-spawn in hard, allow spiders to hang upside down, etc. Then adjust whether these abilities work or not depending on game-mode.
These types of things are acceptable. Bloated mobs that can kill you easier are not.
3a: The mobs.
Similar to the above bit about difficulty, but it's a problem in of itself. Mobs are not hard. They're just a nuisance. The most difficult time I've had with mobs is when I have 2 creepers closing in on me with a skeleton nearby, and I'm stuck in an abandoned mineshaft. Even then, I got out of it almost unscathed.
The thing is, they could still be much better- but right now, they're nothing more than- again- a nusiance. They spawn a distance that's further than their sight range, and they despawn after a short enough distance, too. Also, all of them are insanely easy to escape. The hardest mob to escape is Endermen, and even then all you need to do is go into a proper shelter and you're fine. Or just... hit them until they die, like all the other mobs. All the rest are insanely easy to escape, and even coming face-to-face with them is easy.
The only time they can kill you is if you're in an insanely inconvenient place (above lava, etc), and by some cosmic chance the worst possible thing happens. Even then, it's due to YOU messing up- not the mobs being difficult. For a gamemode that's supposed to be about survival- for a gamemode that the community pegs as "OMG SO SCARY AND DIFFICULT"- it's really not that hard. At all.
Also, mobs always spawning anywhere during the night is- again- not hard. It's just annoying, and kills the ambiance and feel of the game outright. Anyone who says "omg but if they didn't spawn during the night it'd be 2 EASY" is an idiot. It's forced difficulty. Imagine if, during Half Life, headcrabs were just everywhere. And they kept spawning. All the time. But all you needed to do to keep them away was continually swing your crowbar. That's not difficulty, it's annoying.
Now, the Nether I will admit is pretty well done- it's got tension. Zombie pigmen don't attack you unless you attack them, which adds a layer of tension just right there ("oh god ffff don't hit them don't hit them"). Ghasts are a threat, but not an annoying one. The ability to bounce back their fireballs makes them feel like- *gasp*- a video game challenge. Instead of a mindless set of blocks to walk into your sword solely to annoy you. Blazes and Magma cubes are "eh", but they're not bad, either. They add a little bit to the ambiance of the Nether, and that it's not all safe. So, kudos to Mojang for that.
I'd also like to say that there really isn't much mob variety- sure, each mob should have a purpose (rather than just being there because they can be), but there are tons of uses you can find for new mobs. There's only 5 regular mobs in the overworld (Creeper, Spider, Zombie, Skeleton, Enderman). The rest are either variations of existing mobs, a (terrible) boss, in the nether, or very rarely spawned to the point that they're not considered a threat anyway (silverfish and slimes).
3b: How to fix it.
-Give mobs a longer sight range. WAY longer. If I can see them, they should be able to see me. Like, 128 blocks long. Automatically, they become more of a threat with this- besides, it's just a stupid generic MMORPG thing where mobs only see you within X distance. KILLS the idea of them being threatening.
-Make zombies- at the very least- faster. They're such a joke right now. And I don't mean on "hard" difficulty, I mean for ALL difficulty modes. They should be as fast as the player.
-Make creepers only spawn underground. Having them spawn aboveground is just... it kills tension, and ruins the image they have of "scary" even more. They're only remotely threatening underground- keep them this way.
-Make it so mobs only spawn in a light level of 4 or less, rather than 8 or less. This makes it so they only spawn in dense areas of forests, jungles, or underground. I've personally played around with this myself, and holy crap it feels great.
-Make spiders able to crawl upside down, and also make them actually change their image when they're doing this (as well as crawling upside down). Seriously, they look upright when crawling up walls... that's just silly, and lazy.
-Put in those planned mob prefixes- as in, mobs that randomly spawn with special effects/abilities. Things like being faster, able to light the player on fire, able to jump higher, able to be 3x as big, able to bounce projectiles back at the player, etc... there's tons of ideas for this. They shouldn't spawn ALL the time, but maybe a 1-in-10 chance to have a prefix (where the prefix itself is random). In of itself, this makes the world more dynamic.
-Make more biome-specific mobs. As in, enemy mobs- not more pets. They should have a use, but then it's not like zombies have any real use. I'd suggest that new mobs be able to drop items used for new potions, or something. This'd make biomes waaay nicer to go to, and is in line with the next section.
-Make slimes spawn above-ground, holy crap. They're important mobs, but tediously searching for them underground is INSANELY ANNOYING. I'd suggest making them spawn in swamps- the "only spawns in certain chunks" thing is alright, but still. They should spawn aboveground.
-Make new mobs drop items useful for the general game- again, ingredients for unique potions is a fantastic idea. Or just... other things that are truly unique (instead of more variations of the same crap).
In general, there's just so many things you can do with mobs to make them feel better within the flow of the game. But adding just those things alone would make mobs way more interesting, threatening, and actually add to the world rather than simply being there. And that's what they need to be- not just a mindlessly spawned thing here and there that you sorta gotta pay attention to and then LOL SSS CREEPER BOOM (: because no that's not scary. It's annoying.
4a: The biomes and terrain in general.
The terrain in MC is... heavily lacking. It used to be alright, then it was cool, then it was crazy, and now it's just boring. The main reason for this is that all biomes feel the same, just with a different mustache. Deserts are just plains with sand and cactus. Taigas are just forests with snow. Sure, they look different, but outside of a few minor "features", biomes all feel the same. The only ones that really feel different are ocean and jungle. Even then, they don't offer anything different- there's no real reason to go to them (aside from maybe "lol cats! (:" in jungles).
Now, I'm not one of those who is all "WAHH GO BACK TO ALPHA GENERATION". I'm ok with the current system- that's not the problem. The problem is that the current system is HEAVILY under-uitilized, and could be greatly improved. The idea of technical biomes that use all the same things as another biome (IE: desert hills, etc) is pretty good, but again, is under-uitilized.
There's also the fact that generation is capped to 127 still, despite there being an increased world height. The official explanation? "We wanted to give players breathing room". Holy crap, are you serious? You're going to do something we've been asking for over the past several years, then not use it? AGHDSGHSD.
And of course, there's no point to different biomes. Sure, in the upcoming update, deserts and jungles will have temples- neat. But they don't offer anything ultra special- they just make diamonds easier to get. Uugh... you might as well let players get diamonds just by combining dirt. Besides, why go to a jungle then when I can go to a desert? Or vice-versa. This crap alone makes me really feel that Mojang doesn't get what it means to make a good game, and instead are content with pandering to idiots who lap up anything they give them.
4b: How to fix it.
-Have more unique, biome-only rewards. Things like ingredients for new potions- USEFUL new potions. Hell, lilypads could be used for a "Potion of Water Walking". Things like this make biomes useful to travel to.
-As per above, more biome-specific mobs. Not "SssSand creeper (:", or mummies that are zombies with a different skin, or something equally dumb. I mean a mob that's really different from the other ones still, and give unique item drops. Snakes that are the size of silverfish, but can poison you, and only attack you if you get pretty close to them. Sharks that only spawn in ocean biomes, and drop shark fins used for... some water-based potion. Things like this. I could go on for hours, but I'd rather make a mod to show how it can be done.
-Make trees taller. Seriously, they look like crap. I've already doubled the height of oaks and birch, and they look great (like they always should have looked). Pine/spruce look alright, though.
-Make use of the extra space you now have. This just infuriates me. First off, make the earth deeper- make it ~90 blocks instead of 63. This means, yes, making everything generate higher to match this, but this is fine. Then, make mountains (extreme hills) generate higher than just 64 blocks from the sea level (127 - 63 = 64). With the average sea level of 90, the average mountain should go up to ~200 (110 rather than 64 blocks from sea level). This still gives 56 blocks for players to build on top of the mountains. This is plenty to build a multi-level mansion with roof space. From the peak.
-Make a proper pre-requisite system to biome generation- right now, it's pretty much entirely random where biomes spawn, so you have taigas next to deserts, etc. They should use a flowchart of sorts- getting which biome is there, then deciding which biome(s) to generate around it depending on whether or not it would be appropriate to place it there. This wouldn't be too hard to implement, and would make things look a lot better. This also relies upon more biomes being put in (for more "transitional" biomes, like savanna between plains and desert), but that's kind've a given.
-As mentioned above, more biomes. Not just for the sake of having them, of course- but by now, that should also be a given. Things like Savanna's, Bogs, Marshlands, Hills (Just hills, not extreme hills... which should be renamed to mountains, anyway), Badlands, and plenty more. All of which have some use, and all of which should look different.
-Variations of existing biomes. Things like spruce forests (not just in taiga's anymore), rocky mountains (all stone instead of grass/dirt), forest mountain (think eastern United States) and so on would be nice. Variations of stone types would help, as well- brown, dark grey, etc. Similar to the variations in wood.
-Make plains more flat. Right now, they're basically hills, and that's a little silly. Make a hills biome, splitting it from the plains biome.
-Deserts shouldn't have pools of water in them. This is just stupid. Players should have to use desert wells for water here.
-Make dirt/grass slabs (again), then use it for generating hills. It's silly that I have to jump up just to go over a hill. Just have the slabs generate every other block on hills, or something, and it'd work fine.
In general, the terrain should always feel enjoyable to be around. It also shouldn't feel so... "squished" as it does. Playing vanilla a lot, and I always feel like I'm tightly squished into certain areas. I just don't get this feeling of "endless landscape".
5a: Lack of equipment choice.
I really hate this. There hasn't been a real new weapon since swords. That's... I just don't even have a word for this. Disappointed? Something like this. The last update to combat was Beta 1.8. That's... unbelievable. In the course of this game, only one weapon? COME ON.
Yes, I know- pistons, dispensers, blah blah. Those are mechanical things, not direct weapons. I'm talking spears, axes, maces, flails- anything. There's so many ideas, so many ways to go about it- but nope. Just... nothing. Just swords. UUGH.
There isn't even an excuse for this. It wouldn't make things "too complicated". ALL it does is give the player more of a choice of weaponry. And choice is good. Not "this is harder 2 get than sord, but its STRONGAR" choice, I mean actually balanced choice.
This can all be applied to equipment, too- there's just... the armor. Why use leather when I can use iron? Or why use iron when I can use diamond? They should come in different weight values, where heavier armor gives more defense, but reduces your abilities the more of it you have (more on this later on).
And of course, the materials- why use leather or wood? Or hell, why use stone? There's absolutely no point to, since after a very short period of time, iron becomes so readily available. Diamond is understandable to not want to use, but it's still better than iron in every single way.
There's also no more stats than just... damage. Sure, enchantments blahblah... but no, I mean actual stats for weapons. Not "str, dex, int" kind of stats. SENSIBLE things- knockback, attack speed, etc. Hell, those two alone would be enough for good variation in weapons. You could have a weapon with high knockback, but low damage and speed. Or one with high speed, but low knockback and damage. SO MANY OPTIONS. YET NONE OF THEM EXPLORED.
And I think this is what it comes down to, when people rant about MC- there's so many things that could be done. SO. MANY. So many GOOD THINGS. Yet they choose to add... cats. And... cocoa plants. And... more decorative blocks.
Don't get me wrong, those are ok things. It's that they choose them over much better things. And it's been like this for several years now. This is infuriating, knowing they COULD add things that would objectively add more to gameplay, but they don't. And at this point, it feels like they won't.
Or no, that's not entirely accurate- it feels like when they do add things they should, they do a half-assed job, take months to add it in, then call it a day and never re-visit it. If they added new equipment, they'd add one new weapon, and it'd be the same as a sword but have a different secondary. Or, it'd be harder to get than swords, and better in every way. And that'd be it. That's all we'd get.
****.
5b: How to fix it.
-Add in "Knockback" as a weapon stat. At the same time, add "knockback resistance" to armor, with heavier armor having more knockback resistance. Mobs should also have varying levels of knockback resistance- skeletons could be easy to knock back, but zombies would be harder. Generally speaking, it should be harder to knock things back than it is right now.
-Add an attack speed stat for weapons. The fastest should be the default attack speed (which is 3 per second IIRC). Pretty straightforward-
-Make new weapons. Battle axes, maces, spears, crossbows- all of that, and preferably more. Give them unique levels of of those 3 stats (Damage, knockback, and attack speed). Then, give them unique secondary abilities (right click)- spears can be thrown, maces can stun, and so on. Maybe even make different weapons have another ability- spears could hit 1 block farther than regular weapons, etc. Tons of ideas, and as long as they're balanced, they'd be fantastic.
-Increase default sprint speed. Then, divide armor into different "armor classes", or assign them different "weight" levels. The better the armor, the heavier it is- heavy armor would make you sprint slower, and after a certain point, you'd be unable to sprint with really heavy armor. It should also disable certain other abilities (again, more on this later) after certain points. This would make going without armor fairly viable- just the same, going in full armor would mean you'd not be knocked back nearly as easily (and plus still be a juggernaut).
-Add more material types. Not just "dragon ore! better than diamond, but is really hard to get (:", because mods that do this are stupid as hell. I mean things within the bounds of iron or diamond- with unique uses. A "fire" ore that makes your weapons able to set things on fire with a set chance. Or tools that allows you to cook ores/etc you mine with a certain chance. And the armor can reduce fire damage, and with the full set can make you immune to it. But it'd be slightly worse than iron- better than stone/leather, but still a bit worse than iron. And that's just one new material type- there's so many more ideas. GOOD ideas, not just ideas that add more to "hurr tier 6 elite ultra dragon equipment!1".
Right now, equipment isn't even really a thing- you just have sword, bow, and armor. Diamond is the best for all of those. Hurrrr HAV FUN. No, there needs to be variation. Both in the weapon types, and in material.
6a: Lack of player abilities
You can jump. Yay! You can "sneak". Yay! You can sprint. Yay!
And that's it.
SIGH
6b: How to fix it.
Add Smart Moving. This is all this needs. Literally, that's it. Smart moving is great on so many levels. The armor thing I mentioned earlier- about how heavier armor could disable certain abilities- would be applied here. IE: Wearing heavy armor wouldn't let you "charge jump".
Also, sprinting shouldn't require double tapping, because that's stupid. Smart moving adds a sprint key anyway, so... yeah. It should be, by default:
WASD: Movement.Shift: Sprint.Ctrl: Sneak.E: Grab.Q: Inventory.Z: Drop item.
I've been using this layout, and it's basically perfect. It just feels great. I don't care if people need to re-adjust to it- the types of people who would complain about new controls aren't the types of people you should listen to anyway. Speaking of...
7a: The community is terrible.
Anyone who has the slightest amount of intelligence would realize that the MC community is absolute rubbish. They complain any time something new is added, yet at the same time, are ok with anything Mojang adds. You get an outcry of mindless complaints, and an outcry of mindless support against said complaints. There's little to no intelligence to be found here. No real discussion, just "YA I LIKE THAT" "NO DATS STUPID". No objective discussion, little to no intelligence criticism of ideas. And it's depressing. It doesn't need to be this way- it can be stopped.
But it isn't. Instead, Mojang laps it up. ****ing minecraftchick got hired onto Mojang. They feed the utterly stupid crap they fell into, and continue to make money off of it. It feels like they would sooner make a Minecraft spinoff game where you play as a creeper, filled with stupid "now u ARE the creeper! SsSSSs (:" nonsense and idiotic fan pandering that makes them millions of dollars, than they would actually add any good content that might get complained about.
This is what angers people the most. Redditors, "bronies", and so on are more listened to than any form of objective criticism. Complete cesspools are more of a priority to consider than anyone with the slightest amount of intelligence.
Why? Because they're not hard to deal with. Mojang can make "super TNT" that is just a bigger TNT explosion, and people would lap it up. Oh sure, some people would complain, but they wouldn't have to deal with people railing on them for making bad decisions. Because it's what people want. It's the kind of mindless crap you expect a 12 year old to suggest, and then it gets put in. It's why we have wolves, cats, "the end", and so on. Pretty much all of the terrible choices of gameplay- and lack of initiative to fix anything- can be traced back to Mojang's consistent fan-pandering. Because the people they pander to let them be lazy as hell. They're the kinds of people who gladly pay hundreds of dollars to go to an ill-planned out "convention" all about an unfinished game.
They're the kinds of people who, when they add something that's remotely challenging, complain about it ENDLESSLY until it's made easier, yet somehow are ok with artificially difficult ******** like the "Ender Dragon". Or when anything is added that goes contrary to what they're used to, they whine and cry and throw a temper tantrum. And not in the "This is absolute CRAP, and here is why..." way, in a well thought out forum post. No, they just WHINE. They don't ever give any GOOD reasons, they just whine, cry, and complain. Because they're used to Mojang never changing the things they're used to.
It's like a kid who's constantly given candy his whole life- and after 10 years, the parents realize he's an obese, unhealthy mess. Finally, the parents take away the candy, and then they IMMEDIATELY scream and cry. Endlessly. Until the parents give him back his candy.
AND THAT'S EXACTLY WHAT MOJANG DOES NOW. They give the fat kid their candy back. And it's utterly infuriating. They won't listen to the intellectual, well-thought out posts given by people who insult them for being so ****ing lazy, because it might hurt their feelings. No, they listen to to types of people who have goddamn ponies from a TV show directed at little girls, and people who use years old "memes" that have been beaten to death as their avatars with SOME mention of the ****ing creeper in their signature.
FFFFFFFFFFF****.
7b: How to fix it.
STOP. JUST STOP. Stop the pandering. Start changing things that need to be changed. Steve looks like ****. There, I said it. He's the ****ing TEST MODEL you used when the game first started! I DON'T CARE IF IT'S "ICONIC". I don't care if there are millions of youtube videos with steve's shitty looking head for the thumbnail. If you- the community, Mojang, Zeus, whoever the **** is reading this- ever want this game to change for the better, REALIZE THAT THIS KIND OF THING NEEDS TO CHANGE. If this keeps up, we will never be able to have Minecraft reach its potential.
Start being properly criticial of yourself- and start taking CRITICISM. Yes, from places like /v/- ESPECIALLY places like /v/. No, not the stupid posts- the ones that are well thought out and make ****ing sense. Stop pandering to the "MINECRAFT IS ABOUT BUILDING!!1" crowd, too- they have creative mode, for ****'s sake! STOP SHITTING UP SURVIVAL MODE BECAUSE OF THIS CROWD.
If it means you need to alienate the stupid people who would complain about things like removing the ability to swim up falling water, do so. ABSOLUTELY do so. They'll get over it, grow up, and realize how much better the game would be. Or they'll leave.
Yes, people might leave. OH ****ING NO. It's not like this game is subscription based anyway, you've already made your money. But it comes down to this- who do you want to play your game? A million stupid people who would prefer instant gratification and have NO sense of what makes a proper game and would stop playing once they grow up, or 250,000 people who genuinely enjoy a good video game? And it's not a matter of "making a lot of money vs making no money", because Minecraft is already making MILLIONS just by EXISTING. You don't need to "market" anymore or anything- people will keep buying it.
If anything, at this rate, it will turn into World of Warcraft- where the continuous pandering will alienate your core userbase, and replace it with 12 year olds who have no ****ing sense of what's good. While it'll EXPLODE for a few years, it won't have NEAR the staying power it will- and eventually, something better will come out to dethrone it. Because there CAN be something better. BECAUSE YOU NEVER LET THE GAME REACH ITS FULL POTENTIAL.
And if you think "lol, mojang wont read this... you're wasting your time", the sad thing is, you're right. They WON'T. They won't listen to why their precious CREEPER SSSSsSSS DIAMONDS STEVE (: isn't liked by the rest of the gaming community. They'll only listen to mindless compliments and kudos by people who have no idea what they're talking about.
I can go on for hours- HOURS- on what they could add. I've already given plenty of suggestions- suggestions that many intelligent people agree with on some degree or another. The thing is, I don't need to. If this last bit- about not pandering to idiots- were to be considered and executed, everything else would fall into place. But at this point, I realize it's futile. The ideas won't get spread around. Even if my mod that I'm working on gets to be insanely successful, it won't be implemented. If it did, it'd get stripped of any and all good content, and put in as a zombified, watered-down, buggy mess. Because they would rather listen to ****ING REDDIT than any REMOTELY well thought-out idea that would upset 12 year old children with ADHD.
And that, ladies and gentlemen, is the core problem of what's wrong with Minecraft.
----
AFTER-NOTES:
Some FAT's (Frequently Answered Things). If you want more detailed responses, read through the thread instead of being an ignorant shithead.
"Use mods."
This rant/discussion is not about mods. This is about the vanilla game. More specifically, the vanilla survival mode, and how it could be better. If you want a more detailed answer, read through the thread.
"Minecraft is not an RPG."
The changes I'm proposing are not intended to turn it into an RPG in the slightest. If anything, they would turn it from a boring, tedious, grindy game (a signature of RPG's) into a unique, dynamic, and enjoyable game.
"Players should be given the choice to play the game exactly as they want to."
If you don't want to die, go play creative mode. If you want to build, go to creative mode. The option to "play as you want to" is there- why have a magical button that can make the game easier for you with a simple click? It's not necessary.
"The game is about building, not fighting."
Creative mode is for building. Just because survival mode lacks content doesn't mean it's "not about fighting". That just means it lacks content.
"The game is fine."
It isn't. If it were "fine", they wouldn't still be adding updates and fixing things. Even if it WERE fine, why can't it be better?
"Your changes are crap. They wouldn't make the game better."
Suggest better ones then! I highly encourage this. - To post a comment, please login.
1
1
Secondly, I would like a generated structure, sure. It would give incentive to explore for such a biome, frankly. Especially so if it were rare like you suggest, but I disagree on what should generate. I think that tombs should generate underground. This tomb would probably have to generate slightly sticking out of a dune, so they'd be a special version of the dungeon essentially. The tomb would probably hold some items of sentiment for the one buried there, so there'd be a chest with some gold or lapis or something, and a zombie spawner within a sarcophagus of red sandstone.
Of course, this is just one idea, but I'd like to see it. Additionally, I would like a red sandstone desert temple, too.
Thirdly, the wishing well needs some better explanation. I know the basic idea, but maybe you could explain it without referencing a mod? I don't really know how the lucky blocks work, so i'd sort of rather have a straight up explanation. Also, would these wells be a block or a structure? If it were to be a block, would it have a special model and eat your gold nuggets like a hopper? Also, why would this spawn specifically in Red deserts? These are some things I wonder, but I still like the idea of it.
Overall Idea, 35%
1
You have a really cool survival Journal, and I like your little bit of lore. That was a seriously good catch!
1
Also, a note is that some of these characters will require cheats to be on and that I encourage playing this in multiplayer. Having your friends be various different characters and then spreading out and completing your goals will be a lot of fun.
Also, it's your decision on what your relationship with other creatures will be. Just think about the losses, though. How will you make conquest of the world as a robot when Pig villages are in the way? How will peaceful pig life be saved if the Corrupt Ghost is ruining their land? etc.
So far, this is all I've got-- but there are plenty more ideas, and I want you to contribute yours.
Pigman:
Description: You are the Pigman! You have a strong sense of protection to your kin. Meanwhile, you are extremely territorial to anything or anyone else! You aren't very smart and are easily scared, thusly you are scared of Endermen and have difficulty being around or near them. This is your new world! Expand your territory to far reaches and don't let anything stand in your way! ...except Endermen.
Rules:
Unless in the End, you cannot get within 4 blocks of an Enderman.
You must destroy every mob you see at once unless it is a Pig or Zombie Pigman.
(Even Iron Golems and Villagers)
You may not go outside during a Thunderstorm for fear you will become a Zombie.
You can only eat Carrots or Mushroom stew. (Optional! Feel free to tweak.)
You cannot use Redstone except for basic machines.
You must use the unsaturated Super-Secret-Setting in 1.8 and further. (Optional!)
You must engage in combat with Evil Robots and Corrupt Ghosts.
Goal: Your goal is to create a Pig/man city. You must breed pigs and build a house, pen, and small farm for each one fittingly. Expand this village as far as you can, but make sure the piggies can socialize with each other. Once a certain threshold(eg. 64, 128, etc.) is reached, you must move on to new lands to create a new village. You decide the threshold though, so you shouldn't have a problem.
Evil Robot:
Description: As an evil robot you are hostile to all humans. You hate humans with a burning fiery passion! Sadly, your battery must be charged. You carry it with you wherever you go, and you must recharge your battery every time it gets low. As a robot, you rust when exposed to water so you must not get near it!
Rules:
You can only use up to Iron or Gold tools and armor.
Once you obtain Iron armor, you cannot be caught without it or gold armor on.
You cannot swim or touch water, and thusly cannot go out in the rain.
You must carry a Nether star in your inventory at all times.
Upon death, your recharge station explodes, spawn in TNT to do this.
You can create more than one recharge station, but only if you have a Nether Star to accompany it.
This means you must kill the Wither for additional stars.
You can only eat Rotten Flesh or uncooked Meat. (Feel free to tweak.)
You must create a recharge station as soon as possible.
Every three Minecraft days you must return to your recharge station and insert the
Nether star in order to recharge it. You cannot stray more than 5 blocks away while it recharges.
You are adept with Redstone and must create at least 2 complex redstone machines per Recharge station.
You hate all humans, and are thusly hostile to Pigmen.
Goal: Your goal is to create recharge station and spread your influence. Most importantly: Kill all humans! You create recharge stations by building a 9 block tall Iron pillar with a hopper at the bottom connecting to a chest, which you will put the Nether star into to recharge it. As well as recharge stations, you must create Iron Golem factories from Stone Brick and Quartz, these factories will be key in your conquest.
Corrupt Ghost:
Description: You are the evil corrupt Ghost! Well... not really, but you try to be. You're actually just dressed in a ghost costume, but it's all the same thing. Your one true with is to one day respawn as a true ghost. As a ghost, you love the Nether and it's corruptive and evil properties. Ghasts are your friend, and Zombie Pigmen are your ally. Everything else is to be destroyed beneath the rubble of Netherrack!
Rules:
You cannot kill Ghasts or Zombie Pigmen.
You can only eat meat, being the corrupted and destructive ghost you are.
You are hostile towards Pigmen because they're hostile towards you.
Try using an ethereal Super-Secret-Setting when playing. (Optional.)
Goal: Your goal is to take Netherrack from the Nether and transplant it into the Overworld! Create a Nether Fortess in the overworld and spread mycelium across the grass(spawn it in) to spread your ghastly influence. Your goal is to destroy all trace of the Overworld and to replace grass with mycelium, to replace water with lava, stone with netherrack, flowers with mushrooms, and sand with soulsand! You must create Nether on earth by any means-- ally with a robot to further your purpose!
Android:
Description: You are the Android, a cross of a human and a robot. You love humanity and wish to imitate them until you can be fully human! Thusly, you like following the Pigmen around and learning from them. You don't NEED to eat, but you LIKE the idea of it.
Rules:
You can only eat cake because you love the idea of it. (Feel free tweaking this.)
You must protect all forms of life except those hostile towards you.
Same rules as the Evil Robot:
You are hostile towards the Corrupt Ghost.
You are only hostile towards the Evil Robot if they attack the Pigmen.
Goal: You want to become a human at all costs, thusly you are constantly building redstone contraptions to better your life to fill in the discontentment. You must build factories for creating Iron Golems, built out of stone bricks and quartz. Your goal is to protect the Pigmen and learn from them.
Alien(Suggested by TuddlesT):
Description: The humble Alien descends from the stars to colonize Minecraft peacefully. He breathes milk, and thusly can only stomach cookies and cake. Enderman share his outer-worldly appearance, so he tends not to show much hostility towards them.
Rules:
You must drink milk every Minecraft day.
You can only eat cookies or cake(Feel free to tweak this.)
You show hostility to only those hostile towards you.
You must your best not to make Enderman angry.
Germs hurt you. Any helmet you wear must have Respiration.
You must not use wooden chests to store your items. (Only dispensers, enderchests, etc.)
Goals: Your goal is to prepare a colony-- or a few-- for your alien brothers in space. Bio-domes(houses) must be crafted in a dome shape and be completely sealed using either smooth stone, stone bricks, quartz, or obsidian. Glass can be used, but in moderation. In addition to creating bio-domes, you must create landing pads made of obsidian and yellow stained clay. Once you have finished creating at least 10 of each, you must wall of the colony with strong materials. Once you have created ten colonies, you job will be finished.(Feel free to create more after that though, or fight against others.)
Well, that's it for now. Create a server and play with your friends or play by yourself with no contest against your eternal kingdom! And remember to suggest new characters and ideas for existing ones. Make sure it fits the theme of the character though-- and also, there will be no characters based on any mobs. Pigman is an exception because it's semi-iconic.
Have fun! Ciao.
1
World Info:
Name: Steve's Original
Seed: -8397558176393902830
Goals: Defeat Enderdragon and Wither, and to build really pretty and cool stuff.
(I'll make this a "you decide" thing, how about that?)
Conditions/Challenges: None, currently. Suggest one or two and I could poll it, I suppose.
Well, tell me what I should build. I'll put the suggestions I like in a poll and have all of you decide. Until then, i'll continue expanding the Village i've walled up. Anyway, let's get started with entry one:
Anyway, there's also some mountains a short distance from the plains and a birch forest practically cutting the beautiful flat plains off. The plains are home to a village filled with a Fletcher, Librarian, and two Clerics.
I've walled off the village as soon as I could, so they should be pretty safe. I'm going to work on this village as the heart of the journal, sort of. So when I have nothing to build i'll either gather resources or expand the village.
Anyway, to the screenshots.
I love seeing zombies in a field. Also, if you look really closely, you can see two baby zombies which I quickly take care of.
After I take care of the two baby zombies(which were surprisingly easy to take on), I encounter two of these guys.
After I take care of the rest of the Zombies and some other mobs, I take a look at the dreaded witches hut. I wouldn't dare go near it, although witches are fairly easy prey if you're fast enough.
Then I realize I'm playing on Normal and bump up the difficulty to Hard. Only after a few seconds do I remember that Zombies break down doors in Hard, so I quickly change it back to Normal for the sake of my poor villagers.
I come home to my Village after slaying some monsters and the Librarian is a Zombie! None of the doors were broken down, so I figure that it just isn't bright enough. I turn down the brightness to Moody and sure enough...
So I go to the library to fetch some torches and check on the rest of my villagers, and one of the Clerics is at least still alive. I think he was traumatized, though, because he was running around in circles.
Really, he isn't a bright fellow. Oh, here's my main double chests's inventory, by the way.
I got sidetracked and started breeding some pigs after that. Took care of a creeper, and then looked over to my (very very small) mountain base.
I turned up my render distance to see it better, but it didn't change much. Then I turned it up again and I discovered a dreaded glitch I thought was gone...
Hello darkness, my old friend. I've come to talk with you again.
Anyway, I turn my render distance down and begin a quest to rid the small patch of regular forest of it's Oak trees and replant them somewhere else. I go into the library and the Cleric is still running in circles. Man, he must have been messed up! I imagine you would be too, if you saw one of the only people in the world turn into a Zombie in front of your eyes.
So I have a Dr. Crane fly in from Seattle and give him some therapy, and he's good as new.
They grow up so fast...
After that fiasco, I go into the forest and chop down some oak trees. I look at the leaves and feel as if something is missing, so I turn up my graphics to fancy and instantly regret it because of the tiny bit of lag that appears.
I look around the area and wonder what I'm going to build on the mountain over there across from this little island.
I plant some tree mounds, hoping they'll grow into some giant Yggdrasil tree or something. Oh, also, note the sugar cane farm and swamp in the background. The sugarcane is the last memento of the years when the Librarian was still alive... well, days, that is. Sugarcane still has other uses anyway, so they're still useful.
I head back to my Village and realize the Fletcher is still alive. Extra assurance that I will be able to breed these villagers if one of them yet still turns zombie. I'm guessing there is no such thing as Gender in a village, and they're a completely new species of human freaks. Let's go with that, yeah.
Afterwards I do a little nighttime hunting. I'm stocking up on mob drops so I can trade with these villagers, make em' willing, and then put in the extra houses just outside of the walls. I'm hoping to expand the walls a little bit but still keep a super safe inner village wall, too.
Bit too close for comfort, buddy.
After dispatching the afore-pictured spider, I encounter three creepers which, to my surprise, I dispatch easily, hitting all three in quick succession at least twice.
After that I light up the village houses a little bit more, deposit my loot, and go outside. I find a creeper which I unsuccessfully try and kill. It explodes and suddenly i'm looking down into a ravine...
I quickly make a ring of protection around the hole so nothing falls into it. I jump up and look down at the ironically trapped creeper.
I finally have enough string to trade with the Fletcher so I do, and one of his trades is an Emerald for 11 arrows. That might prove to be useful in the future!
After singing another dirge over our fallen the comrade, the Librarian, me and the Fletcher part ways and I survey the growth of my tree-mounds, which are coming along nicely.
I explore the forest some more and find some zombies oddly placed in direct daylight. I slay em, and one of them drops an Iron ingot. Score! I find some rose bushes aswell, and a rather picturesque scene:
Pretty! A lot of room for building here, certainly. A nice little harbor or lock, maybe?
Finding exposed Iron is a beautiful moment. Sadly, I don't have any pickaxes on me, so i'll return here later and harvest it.
After that, I head back to the village to deposit my logs from my trip(Finally rid the forest of any Oak trace.) and then I trim the oak leaves off of a few birch trees. I hate it when the leaves from an oak connect to a birch! I looks so ugly...
Die, monstrosity!
Errr... anyway, I start decorating the walls around my village a little bit more, adding a layer of logs at the bottom of the wall. But, I get sidetracked by nighttime and am forced to go inside. I look in the partially redundant well and think about having some boiled chicken later. Yum?
I find a zombie trying to get inside of the walls and I dispatch him. Here's a memorial picture for him.
I tell an Enderman not to get near the swamp, take out some zombies, a group of skeletons, and then try and take on a skeleton-creeper horde. They do not shoot the creepers and kill them like I hoped, and there ends up being a "Let's kill the Pigman!" fest. A two-explosion deep hole is created, I try harvesting the dirt, and then two zombies attack me.
Thanks a lot, creepers.
I then find out the Spider queen is a real deal, she just died a long time ago. Now she commands her army of spiders from her undead seat atop her noble steed-arachnid.
I didn't learn my lesson and I took on the Spider Queen's undead might. In the end, I died. First death of the world, I believe! What better way to spend it, in the everlasting grace of the almighty grey spider queen?
After that, it's morning, and she BURNS UNTIL HER BONES ARE CHARRED! She got what she deserved. Eye for eye... tooth for tooth... eight limbs for eight limbs...
You could also caption this picture with "Oh yeah? Well i'm so hot, i'm SMOKING!"
It's funny because the spider was literally smoking because of the extremely recent death of it's queen. Haha, get... get it?
Anyway, I return my sword from the grass unto the spider's abdomens and giant silk-filled buttocks and destroy them. Rather poetic, i'd say. I then return to the village and deposit the spoils of war... but not before encountering...!
A passive aggressive minion of the late Spider queen! I hate you.
I hate you aswell, creeper. I hate you aswell.
Well, that's all I have in my double-chest, for now. I quit playing after this. Tell me what you think! I need things to build, so suggest those and they might be in a poll if this thread gets semi-popular enough for someone to vote on. By the way, my skin IS a pigman, in case you didn't know.
~End of Entry 1~
Really needlessly screenshot heavy, frankly. There would have been like, five more, but I thought they weren't quite as important. ALSO, sorry for the low quality! I think these are saved as JPGs or something? I'll try to find a way to fix that, but until then tell me what you think and I will build it, and they will come. (Whoever "they" are. I don't know, I never watched whatever movie that came from.)
Until next time!
1
2
WOLVES: What's wrong with them?
Who goes looking for wolves, thinking they could be a benefit to their Minecraft experience? No doubt if you find a wolf, you'll tame it, perhaps breed it, and maybe even fight mobs with it-- it's a good addition, but there are also cons. Your wolf is stupid and will fall on ledges, into lava, and be blown apart by creepers. How can we make wolves better in this regard, and expand the interest in them?
Suggestion 01:
Tamed wolves can be given leather boots or meat and they will sit down and play with it until its durability is worn out. While playing with it the wolf cannot complete any action other than sitting, probably with some kind of head-swinging animation for idling, the leather boot item in it's mouth. Credit to Coalshower for the original idea, I just added some small things. Hop on over there and look at this nicely thought out suggestion right here.
Suggestion 02:
Wolves, upon being tamed, have various breeds that can be determined randomly on being tamed such as the Ocelot mechanics. This is just to add a little bit more life, but if you think this should be explored even more, I suggest you visit here and comment on this thread to suggest suggestion 02 be changed to something similar.
Suggestion 03:
Right clicking your wolf with no items in your hand opens the Wolf GUI where you can see your pet's current health, experience, armor slot, and active item slots if it has the item in suggestion 04. Wolves will have armor that can be found just like Horse armor, but you can enchant this armor. Thorns would be a great enchantment in this case!
Suggestion 04:
Wolves now have a new collar that can be crafted using string, leather, and a chest. Once crafted, apply the item to the wolf and a small barrel-like object will appear on its collar. Right clicking on the wolf will then display three item slots in the wolf GUI that you can put certain items in. Further explanation:
For balancing reasons, most potions could not be used, but a list of items that could be used are Milk, Fire Resist, Swiftness, Enderpearls(covered later), Porkchop(a heart), Beef(A heart and a half), and Mutton(Three hearts). Meat would take 5 seconds to eat per piece, Mutton would heal more because untamed wolves seem to like it the most.
Wool being string and Ham being leather.
Suggestion 05:
Wolves will attack anything you attack by any means and return to you with the spoil item appearing in its mouth, so if you were to shoot a skeleton with an arrow and have the wolf kill it, it would bring you back a bone or an arrow and drop the item in front of you.
Suggestion 06:
Wolves shy away from creepers just as creepers shy away from ocelots, Wolves will not attack creepers or get near them, and this will override any other command, sitting included.
Suggestion 07:
Wolves now have levels, just as you do! They receive experience orbs just like you do, and every five levels they receive an extra half a heart of health. The wolf level caps at 50.
Suggestion 08:
Wolves no longer teleport to you. This is an optional mechanic that you can only gain access to by inserting a maximum of 48 enderpearls(all item slots filled with 3 enderpearl stacks) into the active item slot. This is so new wolves cannot teleport to you automatically and be blown up by a creeper it didn't have enough time to get away from.
Suggestion 09:
Wolf AI overhaul, the one we've been waiting for. MAKE WOLVES SMARTER! I don't want my new Diamond-armored, Strength-potion, Maxed out teleporting "ender-wolf" to fall into a pit of lava and die just because it has a stupid AI and I didn't give it a fire-resist potion! I want wolves to avoid being near lava, edges that can cause them more than 2 hearts of damage, and just overall some smarter pathfinding.
Suggestion 10:
Since you can no longer right click on a wolf and make it sit, you now use a wolf whistle crafted with three iron bars in a horizontal line across the table. Using the wolf whistle a GUI would open with a few command options, "Stay", "Follow", and "Heel". Stay and Follow function the same as making your wolf sit and stand, but Heel will make the wolf passive against all mobs and make it come to you.
In conclusion,
Total wolf overhaul with tons of new features. This is only ONE of the changes Minecraft needs, but you'd have an extra companion in your world that would actually be WORTH taming, instead of one that would be tamed and instantly die the next few nights. I'm pretty sure those are all my ideas/adapted ideas, so if you have any suggestions to make any of those better, feel free to comment, commend, or criticize. Don't hold back on any of those three C's. Thanks for reading.
UPDATE: Nerfed/Modified a few things. Thanks for the criticism, BlackAbsence (various) and Darius_the_Great (04)
2
1
1
corny jokes.