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    posted a message on Anybody else think "Less ocean = Less awesome?"
    Quote from Kwitcherbelyakin

    Everything you said can be flipped around to argue the opposite. So whatever. (the majority isn't wrong, either. > Don't represent personal opinion as concrete universal fact.)


    Really? I'd like to see you try it, because I get:

    Well, if you like big oceans, no one's forcing you to never see a huge ocean again.

    I have my opinion, yes, but I am also objectively right when I say that Mojang has removed something from the game that some people enjoyed. It is a clear objective fact that, if you hate oceans, you could have avoided them in 1.6.
    Posted in: Recent Updates and Snapshots
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    posted a message on Void Lily
    Quote from Deonyi

    Another quality suggestion by Spaceboot. A void lily. And a void boat. We should also add a void tree and void rails and void minecarts and void boots and void everything!


    If you're going to suggest things, it would help if you had an idea as to their function. For example: a void tree could be a sapling that you craft, and when planted, and you wait for it to grow, and it cannot be bonemealed, when it grows it creates a tree-shaped hole in any blocks above it.
    Posted in: Suggestions
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    posted a message on Void Lily
    I couldn't think of another block or item that felt magical enough. Would a quartz lily make more sense?
    Posted in: Suggestions
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    posted a message on Void Lily
    I think you should be able to combine a wither star and a lily pad, and you receive a void lily. A void lily can be placed directly on top of the void, without requiring any adjacent blocks. Other blocks can then be placed adjacent to the void lily. This would allow players to start new islands in the void outside and beneath the End.

    This suggestion also requires a void boat. A void boat is made from quartz blocks, and it floats on top of the void.

    Edit: forgot to mention: a void lily can be re-harvested for re-use, but you have to be careful not to drop it, since there's no way to place blocks under it.
    Posted in: Suggestions
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    posted a message on Anybody else think "Less ocean = Less awesome?"
    Quote from Kwitcherbelyakin

    I'd say that's a minority stance.


    As much as I hate being a broken record, the majority is wrong. They complain about crossing tens of thousands of blocks of ocean, as if anyone is forcing them to do it. There's other directions they can go! Meanwhile, there are some of us who like big oceans, so why should the majority opinion force us to lose a style of gameplay that we enjoyed? Especially when the majority, if they hate oceans so much, don't even have to go on them.
    Posted in: Recent Updates and Snapshots
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    posted a message on Anybody else think "Less ocean = Less awesome?"
    Quote from Kwitcherbelyakin

    All the "continent" talk seems kind of irrelevant to me. It's only for those who OCD over Amidst screenshots. Otherwise there's really no major reason to insist on continents.


    With continents, you can use a boat to get anywhere in your world, because all the oceans are connected. That's how I play.
    Posted in: Recent Updates and Snapshots
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    posted a message on Anybody else think "Less ocean = Less awesome?"
    All this discussion of awesome oceans gives me an idea, although it's an old one. But maybe it's worth revisiting. Every once in a while, people post a suggestion in the Suggestion forum for an all-ocean dimension. If oceans in the overworld are going to be permanently shrunk, perhaps what is needed is a Davy Jones' Locker type dimension which is ocean from y=32 to y=128, with only scattered islands.

    The reason we got the nether is because Notch didn't want to make the overworld map go any deeper.
    Posted in: Recent Updates and Snapshots
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    posted a message on My first suggestion! :D
    Quote from Valimer

    Give the kid some slack, sounds like he put a lot of thought into this. is a kid, and hasn't had time to get acclimated to the community yet.

    As for the OP, I think having knights in villages is a cool idea. Just remember, sometimes simple is best.


    I fixed this post for you. Also, the OP might want to check out these threads:

    http://www.minecraftforum.net/topic/1968261-village-guards/

    http://www.minecraftforum.net/topic/1152692-villager-warriors/

    http://www.minecraftforum.net/topic/914134-vilagers-fight-back/

    http://www.minecraftforum.net/topic/755626-turning-villagers-into-warriors/

    http://www.minecraftforum.net/topic/1781775-adding-stables-and-grooms-to-npc-villages-12-supporters/
    Posted in: Suggestions
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    posted a message on Mycelium as an actual block, not just dirt
    I once suggested a new tool called a "turf harvester" to collect mycelium and grass blocks. I always thought it was silly that you needed magic to collect grass.
    Posted in: Suggestions
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    posted a message on Destructive Mode
    Perhaps what you want could be accomplished with a new command. Just give /setblock the option of doing a region centered on [the player, or whatever], instead of one block at a time.

    Or, another possible tool, give the player the enderdragon's property of destroying blocks that you collide with.
    Posted in: Suggestions
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    posted a message on Ghast Tear Bricks
    Quote from Ouatcheur

    Ghast tears are not Ghast Nuggets that you turn into Bricks/Ingots.


    I don't see why they can't be.

    Also, Ghast Brick (item) would be a one-use intermediary item, only there to make the Ghast Bricks (block).


    I also suggested it that way to help players make the logical connection between bricks and ingots and get a bit of a feeling of similarity with other items in the game. And I want to keep ghast tears feeling like small little precious items.

    Plus, the brick item doesn't have to be a one-use item. I just haven't thought of another use yet.

    Even 4 ghast Tears is very costly. I have 5 Ghast Tears but over a stack of Diamonds.


    You have over a stack of diamonds because you went out of your way to find them. If you spent as much time hunting ghasts as searching for diamonds, I dare say you'd have plenty of ghast tears.

    #2 The reason "it is so costly because of lag potential" is a bad reason.

    Because griefers WILL hunt ghast to abuse it no matter what it costs, while for normal players the block might as well not exist at all.

    So, solution is to fix the power so that it is interesting but remains accessible yet unable to cause the dreaded lag (or server crash).


    It's not really the griefers I'm worried about here. I'm worried about the exploiters, the people who decide they want to make a mob farm with a 32x32 killing floor made out of ghast tears. If those people let their farm run too long, it will lag their server. A 4x4 killing floor is less likely to lag a server.

    I suggest the following:

    "Time" is not frozen but slowed down quite a lot,


    This is the one part that I think you might have a point with. Just to change "never despawn" to something like "persist ten times as long as usual". But I'd like to see some widespread playtesting with "never despawn", because I have a hunch that it won't be a problem at all for most players.

    especially if the number of entities is very small. As more and more entities are there, they are less an less slowed until they effectively "overcome" the block's potential an over some threshold, they move (and despawn) normally.


    This is reasonable, I think, as far as entities are concerned. However, I don't see why this should apply to blocks. I'd rather have blocks do a simple check:

    "I'm a grass block. Let me see if I can spread. Do I have sufficient light? Yes. Do I detect some dirt nearby that I can spread to? Yes. Is there a ghast tear block within range to prevent me from spreading? No. Okay, I can spread now."

    So it should affect only what would be "cool" to affect, to provide the best game experience, and no more. The game as a whole is more important than each of it's block.

    It affects all non-redstone blocks and also all entities in 2 blocks radius around itself, except players. The slowdown effect counts all entities (except players). This would mean you need 1 such block every 5 blocks to be able to make a 5-wide Dirt path of "stable" Dirt. Also, an arrow shot just above such a block (say flat in the ground) would seem to slow down to a crawl for a total max length of 5 blocks, at 1/20 it's normal flight speed, then pick up speed again.


    I see what you mean with this, but I think you might be trying to squeeze too much into a block. It should affect one or two things that are cool to affect. But if there are other cool effects to be had, perhaps those should be handed off to a different block or feature or a different game mechanic.

    This is possibly where the brick item comes in. Maybe the ghast tear brick item could be combined with a clock to make a mob-slowing block or item. Maybe ghast tear brick + wheat = animal growth stunter, keeping animals as babies forever. Maybe ghast tear brick + soul sand = projectile-slowener, slowing arrows, eggs, and snowballs thrown through a 2-block space above it.

    Remember that the Bricks item is not really needed at all, and that even at 4 Tears per block, it is still a very costly block. And that making the recipe craft more than 1 at a time instead of reducing the number of Tears needed looks just as stupid as saying that the bread recipe needs 9 Wheat to craft Bread, but it would craft 3 Bread at a time.


    I don't think it's all that stupid. I agree it's the sort of thing that should be avoided if possible, but if not possible, oh well. Variable crafting output quantities is a design tool that shouldn't be completely discounted.

    And by this logic, I don't understand why you're not advocating for a three-stick fence recipe. Because as it stands, 2 fences costs 6 sticks, so why not change the recipe to a horizontal row of 3 sticks? And before you say "hey, that's not a bad idea", I'll tell you why I don't like it. I think the crafting area is always at risk of being too abstracted, and in a lot of ways it already is too abstract for my taste. I prefer recipes that resemble what they make. It's hard to describe, but two rows of sticks feels more fence-like to me. And filling up your crafting table with 9 ghast tears feels more like I'm doing something awesome and amazing and different with ghast tears. It feels like I'm completing some challenge.
    Posted in: Suggestions
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    posted a message on Ghast Tear Bricks
    Quote from Jibs44

    support! but how do you make the textures?


    I used GIMP. I opened up the existing textures for bricks, gold ingots, iron ingots, brick blocks, and ghast tear, each in another window, and arranged them so they were well zoomed out, but still all fit on the screen. Then I created new 16x16-pixel image files for the two new sprites. I used a 1-pixel brush to manually copy the shape of the brick, and then I coloured it using colours picked from the ghast tear using the colour-picker tool and the 1-pixel brush.

    Then I added a very light noise effect, and then I changed one pixel at a time to get it looking how I wanted. I try to frequently zoom out and look at the image as a tiny image, because you tend to notice things differently when it's small. One too-dark pixel can make the whole shape of the brick look wrong.

    The end product is still somewhat amateurish, but I was never intending to do a professional job on the texture, just enough to convey my point in a suggestion thread.

    The brick block texture is similar. I started with a blank 16x16 image, and manually copied the pattern from the red brick block, using a 1-pixel brush. I then took the wheat block, and played with the saturation values until I got something that looked white and noisy, as I was going for a salty, grainy look. I turned it somewhat transparent, and overlaid my brick pattern on top of it. I then erased some of the lines of the brick pattern, to give it a more crumbly feel. I also tried to make the whole thing droop a little bit, as if it solidified in the process of flowing down something, like a cave formation. I played with different levels of contrast for the mortar by selecting only the lines. I tried to incorporate the blue from the ghast tear, plus a bit of yellow/red/brown to make it feel more crusty. And more fiddling with individual pixels.
    Posted in: Suggestions
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    posted a message on Ghast Tear Bricks
    Quote from chocolate cake

    Welcome to creative servers.


    I mean yeah, you could do some laggy things on a creative server. But if you already have creative mode, why do you need to preserve thousands of items? You can just spawn them in when you need them.

    But I suppose if someone made a flatland map with a ghast tear brick surface, there would be problems. On the other hand, it's not like there aren't already blocks in the game that are unsuitable for flatland surfaces. TNT comes to mind. And that's the thing about this block, if your goal is to do nothing more than lag a server, you already have other tools, like massive amounts of TNT, to do it faster.
    Posted in: Suggestions
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    posted a message on Bring Back Our Old Friend
    Quote from dathobo

    I miss the old rose texture, but I don't see the need of screaming at mojang just because of one small change.


    True. I'd suggest a strongly worded rebuke.
    Posted in: Suggestions
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    posted a message on Hooray for POLES
    Quote from 0hi0st8

    Poles function as a line of two sticks, so when crafting hoes, axes, pickaxes, or shovels, only one is needed below the head. I don't know why you would make a pole for a tool instead of just using sticks, but you can if you want.


    I can tell you why. Because with this you wouldn't need a crafting bench to make shovels, hoes, or axes. That's actually rather useful. Cuts a few seconds off the very beginning of certain kinds of speed runs, anyways. You would still need a crafting table for pickaxes though.
    Posted in: Suggestions
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