You should be able to equip a bed with a carpet to get a coloured bed
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12
Mettan posted a message on Merge with RobloxPosted in: SuggestionsHaving a great amount of experience with both games, I can safely say this:
You don't know a damn thing about what you're talking about.
The two games have only the barest of similarities at the surface. Anything deeper down than that, and they're both completely different beasts. For one, the two games are coded with completely different languages. Minecraft is made with Java, while Roblox is made with Lua.
Now, as my one specific example I'm going to work with, I'll focus on player characters, since the issue of cosmetic customization was previously brought up in this topic.
In Minecraft, your player character is a single entity in the game world. It's composed of a single model, with a set of animations, and a single texture placed onto the model. All the coding to allow your player character to do stuff is hardcoded into the game, unable to be altered in any way from within the game itself.
As for Roblox, well, it's a lot more complex. First, look at this image demonstrating the full extent what exactly composes a standard Roblox character in a place that contains no scripts that would alter said character. It's a bit of a long list, so I have put it in a spoiler.
As you can see, they're composed of a lot of objects. Around 80, in fact. It could be closer to 90 if I made use of all of the customization features Roblox provides. Only ten of those objects are the actual blocks that make the physical model. The rest are meshes, textures, joints, sounds, animations, scripts, and other objects needed to make the scripting for a controllable player character to work. That's not even showing the objects within the place that handle the actual player connection to the server.
Going beyond the physical diferences between what constructs the player character, the two different kinds of player character also are played very differently. If you've played both games even a little bit, you'll already know what I mean.
So after that, I think I should make a short and simple summary and conclusion.
Basically, the way Roblox and Minecraft work are extremely different. Combining the two would essentially require making a whole new game, something that would take way too much time and resources, when both companies are already getting plenty of profit with what they already have.
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3
TheMinecraftNerd1 posted a message on Merge with RobloxPosted in: Suggestions
And do you think it's a good idea to just throw away MILLIONS of user-created skins in exchange for generic, boring, and unoriginal skins that require a purchase with real money? -
13
jdc997 posted a message on /undo Command: I can mess up!Posted in: Suggestions/undo commandThe Problem
So, you're making a map. You've spent a while making some redstone circuitry, and then some time later, you build something that your realize is a few blocks too far to the left. You use the /clone command to move the block to the correct position, but something distracts you, or you're tired, or you're just plain not paying attention, and you enter one of the coordinates incorrectly, which overlaps with some of that complex circuitry you spent an hour making. Great, now you either need to go restore a backup, or remake the circuits over again. If only there was someway to just undo it all.
It doesn't matter how good you are, how experienced you are, how amazing you are--you are going to make a mistake with a command someday, and likely several. The consequences for such a mistake can vary in the amount of time required to fix it, but you really wish you could just fix it instantly as easily as pressing Ctrl+Z in a paint program.The Solution
A new command would be added: /undo . This would reverse the effects of most commands, and is saved per player. However, due to possible performance issues and the huge amount of data that would have to be written to each one, /undo cannot be used by a command block. /undo is an operator-only command and requires an operator level of 3 or higher.
How it works
Whenever you use a command that can be undone, the game saves all the data involved with the data prior to using the command, as well as the effect. When you use /undo the first time, it reverses the effect of that command as well as it can. Using /undo a second time will reattempt the original command. On a server, there is 15 second delay between using the /undo command per person.
To reduce file size, the information saved to a player.dat file from the /undo command is deleted upon exiting the world.
You can choose to allow undoing of specific commands on a server in the server_properties file.
While the chat is open, pressing Ctrl+Z will undo (or redo) the last executed command.
Effects of Specific Commands
/achievement
Removes an achievement if given, or gives back a taken achievement.
/blockdata
Returns the blockdata of the specified block to what it was.
/clear
Gives the item(s) taken back to the player they've been taken from, NBT and all.
/clone
Returns the area that the clone has taken up back to it's former state.
/defaultgamemode
Returns the default game mode to its former state.
/difficulty
Returns the difficulty to it's previous level
/effect
Removes an applied effect, although it does not remove what it has already done (for example, if you had gained two hearts from regeneration, you would not lose those hearts). Also gives back a removed effect for the duration it had when it was removed.
/enchant
Removes the enchantment from the item.
/entitydata
Sets the entity's data to its previous state.
/execute
Undoes the executed command.
/fill
Empties the filled area, then fills it back in with what it had previously contained.
/gamemode
Sets the gamemode for the player back to what it had been previously.
/gamerule
Returns the gamerule to its prior value.
/give
Take the item away.
/particle
Makes the particle cease to exist.
/playsound
Cuts the sound short.
/replaceitem
The replaced item becomes what it had been before.
/scoreboard
Reverses the effect of the last /scoreboard command. Scoreboards are too complicated to go into too much detail.
/setblock
Sets the block to what it had been prior.
/setworldspawn
Returns the world spawn point to what it had been previously.
/summon
Kills the entity that had just been summoned, if it still exists. The entity does not drop anything.
/teleport and /tp
Returns the player to where they had been previously.
/time
Sets the time to what it had been before the time change.
/toggledownfall
Toggles the downfall again.
/weather
Sets the weather to what it had been before.
/worldborder
Returns the world's border to it's previous state.
/xp
Returns the player's xp level to what it had been previously.Changelog
Edit 2:Added the ability to undo a specific command
Edit 1:Added /summon and an additional poll -
3884
Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
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6
So my idea is biome-themed music. Minecraft has good music in it with the noteblocks and current music that randomly plays, however there could definitely be a lot more music. For example each biome has it's own music that constantly plays when your in it, similarly to terraria. If any of you have played terraria you'll know what the soundtrack is like, and i think something like this could be added to minecraft.
There would be special music for different biomes, one for the wither boss battle, one for the end, and the forest/plains would play the songs there already is in the game, kind of like a playlist.
Here are some examples of the type of music that could be used.
For the end or the wither boss battle
1
i think gloves are a great idea, and i would much rather have this than llamas, but i think it could be great, with the thing of putting gems/other stuff in it could be cool, because then it could allow you to adapt more to your pvp style, kind of the way it is in terraria if you've ever played it. maybe something like you can enchant your glove to increase bow damage, or melee damage, or something like that to allow you to adapt to how you like to pvp. it could also be cool cause then maybe you wouldn't have to enchant all your weapons with fire aspect, you could enchant the glove with it and it would give fire aspect to all your weapons.
1
this is basically what i think we need, thoughit would be cool if this could be implemented into the redstone lamp itself, but anyway
Support
1
So, i think basically minecraft lighting should be improved. I'm not saying there should be vanilla shaders, but there could be some lighting changes.
Fist off i think lighing should be more atmoshperic. for example, torches give a yellowish light, whicle lava gives off a orange glow. sea lanterns would give of white (harsh) lighting. this could greatly improve the atmosphere in games by simulating ambient lighting and harsh lighting.
I also think lamps should be able to be brighter. as a builder, a problem that bothers me is that when you have a giant open space it is impossible to light it all without having light sources strewn all over the place, so what i think should be added is a super-lamp(obviously with different name), it would be able to light twice or three times as much area as a regular redstone lamp. also you would be able to make dimmer lamps so that you can also make a candle-like effect.
The other thing would be how to determine wether you have a bright lamp or a dim one. you could obviously have different crafting recipes, but it think it would be cool if it depended on the amount of redstone power. this is where a redstone feature could be introduced. what i was thinking is a block that can change the amount of redstone power going to a object, and then this could also lead to different features using differing redstone power. so basically it would work something like, 15 redstone power makes it ultra-bright, seven redstone power is normal, and 1 is the dimmest possible.
1
this is a youtube video which covers most of what you said, but more things and also in greater detail.
2
Challenge accepted, heres my best house
1
I like it. It makes me think of atlanits or something, almost alien.