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May 11, 2014Samuspartan posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]I really hope Mojang implements this in a future update, it doesn't have to be 1.8 maybe 1.9 or even 2.0Posted in: Suggestions
Dec 16, 2013Samuspartan posted a message on Should villagers be able to do what we can do defend the selfs and build.Posted in: SuggestionsQuote from SteadyArc
Above posts have summed up your flaws for the most part. I had something in mind similar to this; but it is not the least irrational as your idea. I was thinking something sensible as in making it an option to have ADVANCED villagers whom can: extend their territories, trade amongst each other, fight off hostile enemies, hunt animals in a nearby radius. I don't know if this is easily done or even the slightest possible, but it would be a real sufficient improvement in the game.
To sum it up briefly; I would enjoy seeing the villagers being tweaked a bit to have more features (Maybe even build a relationship with them and allow them to help you with certain tasks). They don't necessarily have to have everything I mentioned but they are just some proposals I threw up in the air to simply...ponder over.
it would be nice for them to help you with certain tasks, like you give a villager a hoe and he will take care of your farm, and deposit its contents on a nearby chest and replant it (maybe this isn't even possible to code but who knows) or simple stuff like that.
you really need to expand your topic and quickly if a mod sees this he or she will lock it right away
Dec 8, 2013Samuspartan posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]I know I said it before but I will say it again, this should already be in vanilla minecraftPosted in: Suggestions
Dec 3, 2013MrSnuggleWuggles I really like your profile picture haha its so cute anyway, Like other said armor would be nicePosted in: Suggestions
similar to a horse armor it would be iron, gold and diamond.
I also think that unlike horse armor wolf armor should be enchantable, and maybe but just maybe it should be able to be enchanted as well
Nov 25, 2013Posted in: SuggestionsQuote from zloj
The milk is like liquid to help moss stone to become one. If you put something green like lives to bucket with milk, the color of milk will change. Same what will happen with cobble stone, it will come green.
That makes sense, thank you
Nov 23, 2013Posted in: SuggestionsQuote from Spaceboot1
My preferred recipe:
milk bucket + moss stone + 7 cobblestone = 8 moss stone and 1 empty bucket.
I also had a suggestion about Endermans turning cobblestone into moss stone, which I think was a pretty cool idea.
why the milk bucket? I don't really get it
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Feb 26, 2013Calacbolg 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:
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!
Supporting this suggestion
[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]
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.
•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.
•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:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
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.
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:
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.
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?
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!
[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!
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).
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.
Sep 16, 2012Forged Swords:Posted in: Suggestions
My suggestion to the Minecraft world, is the ability to add a title and specific color customization to a sword.
The idea is to create and add another fun and exciting challenge for those who want to customize their sword. It doesn't upset any balance and is not mandatory to players who do not wish to do so, but provides the way to get that "perfect sword".
Forging your very own sword!
Name and color custom swords would be made with all 5 sword materials: wood, stone, iron, gold, and diamond, adding customization to every sword possible in the game, for even more blade color!
The color would be added through the use of dyes to the leather handle and cross-gaurd of the sword, as well as an inset gem to the pommel and cross-guard! An already crafted sword would be placed into the the Anvil, first put through with a dye, and then put through again with an inset gem.
Gems/metals to inset on the sword:
Nether Quartz = white
Iron = silver
Diamond = light cyan
Lapis Lazuli block = blue (block because Lapis is used for dye)
Ender Pearl = purple
Emerald = green
Glowstone dust = light yellow
Gold = gold
Blaze Rod = orange
Redstone dust = red
Obsidian = black
Dying the hilt:
Insetting the gem:
A fully colored sword (dyed hilt, inset gem) would have higher enchantability. This means that the normal enchant levels for that sword would bear a greater and more valuable enchant.
A forged sword would have greater durability than the sword of it's material counterpart.
Name Your Sword:
Since 1.4 the Anvil Block has been added. One of its main features is naming tools. Whether or not the whole idea was inspired by this thread, it is a huge triumph that the aspect of naming tools has found its way into Minecraft. You saw it here first folks!
For the name, you would simply use the Anvil and a bit of XP. This idea stays here because this suggestion existed before the Anvil even came out! Here is an image showing what hovering over the titled sword in the inventory might look like:
Dungeons - Legendary Swords!
Around 5 to 7 already enchanted, colored, and titled swords would become loot in dungeon chests. Much like records, these swords would become well known, and could differ with better or worse enchantments. To keep the balance however, finding one would be EXTREMELY RARE. Submitted ideas for these:
thisguy1045 - Ender: black hilt, purple gems, found with Sharpness and Knockback of any level
moochfloatjr - Blaze's Wrath: orange hilt, redstone gems, found with Fire Aspect I - III
moochfloatjr - Dungeonmaster: grey hilt, emerald gems, found with Smite I - II, Bane of Arthropods I - II
LegoMyLego27 - The Undead Destroyer: black hilt, quartz white gems, found with Smite II - IV
The_Miner_Nick - Harbinger of Wealth: orange hilt, diamond gems, found with Looting I - III
F1am3 - Suns Fury: orange hilt, glowstone gems, found with Fire Aspect I-II, Smite I - II
BioShock_Rules - Annihilator: red hilt, iron metal inset, found with Sharpness III-VI, Fire Aspect I-II
Flamedude166 - Flame's Might: red hilt, obsidian gem, found with Fire Aspect II, Knockback II, +1 enchant
NitrogenSnow - Hurricane: grey hilt, quartz white gem, found with Knockback IV, Smite II
Ampulugator - Slapstick: all brown, found with Unbreaking III, Knockback II, Sharpness I, low durability
Grave Robber: red hilt, obsidian gems, found with Looting I-III, Smite I-IVKholdstare's submissions:
Defiance: black hilt, iron metal inset, found with Sharpness I-IV, Fire Aspect I-II
Arachnophobia: gray hilt, redstone gems, found with Bane of Arthropods I-IV, Knockback I-II
BioHazard: black hilt, gold metal inset, found with Smite III-IV, Fire Aspect 0-II
Excaliber: blue hilt, gold metal inset, found with Sharpness II-IV
Earth: lime hilt, quartz white inset, found with Smite I-III, Bane of Arthropods I-III, Unbreaking III
Nether: red hilt, gold metal inset, found with Fire Aspect II, Unbreaking III
End: black hilt, obsidian gems, found with Sharpness V, Bane of Arthropods I, Smite I
Masamune: black hilt, gold metal inset, found with Sharpness II, Bane of Arthropods I-II, Smite I-II
Juggernaut: white hilt, iron metal inset, found with Unbreaking III.
Sanctumguard: white hilt, gold metal inset, found with Smite V
Inset Effects [Optional]:
Each inset item, described above, will give the end result of the sword a differed effect, depending on the item!
[Nether Quartz] +1 damage to Nether mob types
[Iron] +20 durability, -1 damage against Iron Golem
[Diamond] +30 durability
[Lapis Lazuli block] ???
[Ender Pearl] +1 health when using enderpearl, -1 damage against Enderman and Ender Dragon
[Emerald] 30% chance of Looting I
[Glowstone dust] ???
[Gold] +10 durability, -1 damage against Zombie Pigmen
[Blaze Rod] 10% chance of fire on each hit, -1 damage against Blaze
[Redstone dust] ???
[Obsidian] 30% chance of blocking any given attack
Achievement and Additional Kill Status [Optional]:
"To Forge A Sword" could be added to the achievements section, only completed after fully crafting (with colored hilt and inset gem), enchanting, and titling a sword.
Forged Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name].
Some other side notes:
- To those of you who say: "I wouldn't want to lose my great sword after creating it and smashing people to bits for such a long time!" Well, the solution is not creating new items or ideas that allow you to rebuild your sword (this becomes too overpowering in the long run), but using the Frame Block that was added in 1.4. Once your sword is on it's last straw, you simply stick it in a chest or frame to show it off as decoration. It has memories and stories with it; it is not wasted.
- This would be great for adventure maps! Quest for the Legendary Sword. Think of all the possibilities!
- Some of you (everyone) want more use for Lapis Lazuli. This helps out with that! Mostly Lapis Lazuli in real life is used for jewelry and such. Using Lapis for the hilt color and adding gems to a forged sword is a great use of it! It doesn't take much, but it is still put to good use!
The mod is out! Make sure to show that page some love, but give feedback here too!
You can check it out here: BladeCraft
Poll Stats: (10/13/14)
Should Forged Swords be added to Minecraft?
- 430 said Yes
- 23 said No
- 22 said The idea needs to be changed before it is added
Should Advanced Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name]?
- 34 said Yes
- 15 said No
[Removed, vote accepted as YES]
Should a series of small effects be placed on the sword that are determined by the inset gem? e.g: Bone inset gives +1 damage to undead.
- 125 said yes
- 29 said no
[Removed, vote accepted as YES]
CHANGE LOG! Check here for updates!!
-Made more fancy, bolded and underlined
-Added side notes
-Added poll on idea of swords, updated to include kill messages
-Added buffs/debuffs section
-Took out blade submission Dungeonmaster, due to the combo of Smite and Bane of Arthropods (impossible)
-Added change log
-Changed poll to simple kill status (original question was a vote of NO)- don't forget to vote!
-Added more swords
-Added "Achievement get!" style banner
-Removed buffs/debuffs due to complexity as of right now
-Added bit about Dinnerbone's Anvil GUI
-New highlights (mainly to bring pictures to the forefront), some changed bolds
-Changed crafting idea and images to the new anvil block - presented by Badprenup
-Added Dinnerbone's Anvil Block picture
-Added poll stats
-Added question about buffs/debuffs to poll - Don't forget to vote!
-Removed poll about kill status - a vote of YES
-Added kill status to thread
-Changed title to be congruent
-Officially changed idea of Advanced Swords to Forged Swords - check out the banner!
-Added bit about new upcoming mod
-Changed title to fit thread
-Modernized bits about 1.4
-Added concept image and progress to mod section
-Converted idea to add all 5 sword materials
-Added new edited images
-Added Community Update Section
-Updated Community Update Section
-Added Inset Effects idea
4/5/2013 - 5/11/13
-1.5 Nether Quartz traded out for bone inset
If you would like to show support, you can do that in a few different ways!
1. Feedback: Provide feedback on things you may want added to this idea! Taking any and all suggestions for consideration! Support if you like the idea, and if not, state why!
2. Go smash the rep button! !
3. Copy this banner into your signature!
Credit to those who helped form these ideas:
Dec 3, 2013My suggestion is, that very rarely in the overworld, you will hear a very soft roar of the ender dragon, this would only happen around 2-3 times per world, and you will hear an even louder roar once entering the stronghold and putting in the ender eyes.Posted in: Suggestions
(the roar has an echoing effect to further emphasize it comes from another dimension)
The suggestion is not very game-changing, I just thought the idea would enhance the atmosphere and lore of the Minecraft world.
EDIT: I counted the supporters and there is 45.5
A lot of people say the limit is not really needed, I put that in there so it wouldn't happen very often.
Dec 6, 2013When a group of wolves spawn, exactly one will be an alpha wolf. They will be distinguishable by their slightly larger size.Posted in: Suggestions
When you hit a wolf, instead of every single wolf in the vicinity turning on you, only ones in a 2 radius circle will become hostile.
However, when you hit the alpha, every wolf in a 20 block radius will become hostile. At the same time, when you tame the alpha, every wolf in a 20 block radius will become tamed.
This would make wolves easier to obtain and thus more useful.
The alpha wolf would have a separate spawn egg, so creative users can also use this to tame large amounts of wolves instead of doing so individually.
Dec 2, 2013Hello, so this is going to be a short suggestion with EnchantmentsPosted in: Suggestions
My Idea: take a sword that has 1 enchantment on it( I don't have an idea for having more than 1 enchantment yet) and that enchantment you don't want anymore, but you dont want to totally waste the sword and make a new one... So why not have it so place the sword with the enchant in the anvil, and a plain book to keep the enchantment but, takes 1-5 levels of xp to store it back as a book form and boom enchanted book, unenchanted sword(or anything else)
EX: Anvil:Smite IV Pick -> Book = Smite IV Enchanted Book(costing for example..3 1/2 exp)
Apr 1, 2012Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
Jul 21, 2013Posted in: SuggestionsQuote from GeneralBacon9
I really hope you're kidding.....
Funny you should mention that.
Spaceboot1, why are you even still here? How have you not been hired by Mojang yet? How are your 10/10 ideas not even scratching the surface of Mojang's conciousness? A boss mob that you can tame so it just suddenly doesn't a boss mob anymore thus ruining the point of it actually being a boss mob? That's genius!
Quote from Spaceboot1
Unacceptable response. "Making sense" is not a valid criteria for a Minecraft element. Besides which, how does feeding a creature and making it your friend not make sense?
Oh, in that case, I'm gonna go ahead and make my thread suggesting that you can lift up trees and throw them at mobs. If the tree hits more than two mobs in a row, it starts raining.
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