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    posted a message on "Docile" NBT Tag

    The Docile tag would be a Boolean tag (An NBT tag that can be either true or false) affecting how mobs interact with one another, with the main purpose of the tag to allow mapmakers a wider variety of uses for all types of mobs.


    The tag's main function would be to stop aggressiveness in hostile or neutral mobs, specifically:


    - Zombies and all their variants ignore the player and villagers, even if attacked, but will still walk about, puck up equipment, and run for shade in daylight.

    - Skeletons ignore the player, but will still run for shade in daylight.

    - Ghasts will not shoot.

    - Zombie pigmen will not attack, even if provoked, nor will they make the aggressive grunting associated with attacking.

    - All illagers will ignore the player and other villagers, and Evokers will summon neither vexes or fangs.

    - Johnny Vindicators will not attack either.

    - Endermen will not attack, even if looked at.

    - The Wither will not shoot either type of skulls at anything.

    - The Ender Dragon will not perch or fire, but will simply circle endlessly.

    - Ocelots will not attack chickens.

    - Wild wolves will not attack sheep or the player if provoked, and will never enter the 'angered' state.

    - Creepers will never detonate unless forced to do so by the player.

    - Polar bears will not attack the player, even if their cubs are threatened.

    - Magma Cubes and Slimes will ignore the player.

    - Blazes will never fire.

    - Both guardian variants will not attack the player or any other mob, or inflict mining fatigue on the player.

    - No mobs will attack one another, even if attacked by a non-docile mob.


    Passive mobs will also be affected by the presence of the tag:


    - Vllagers will be ignored by both zombies and illagers, and will not attempt to run from either.

    - Chickens will be ignored by ocelots.

    - Sheep will be ignored by wild wolves.

    - Llamas will not spit if attacked.

    - Squid will be ignored by guardians.

    - Endermites will be ignored by Endermen.

    Posted in: Suggestions
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    posted a message on People don't appreciate the PvP aspect of Minecraft (Make SMP'S Great Again!)

    I'm also surprised that there are no whitelisted pvp servers. In this day and age, I'd expect loads of every kind.

    however, whitelisted servers themselves are rare, as they can't really get a community, and like others have said, not many people are fans of having their fancy bases turned into craters full of cobblestone genitalia.

    Posted in: Discussion
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    posted a message on Three Tools to Make Items Move (Or Stay)

    Static_Redstone and Static_Player Item NBT Tags

    What it is:

    Static_Redstone and Static_Player are both NBT tags that can be added to any item.

    What it Does:

    Static_Redstone, as its name states, makes any item it is applied to unable to be pushed or pulled by hoppers, dispensed by a dispenser or dropper, or pushed into another container via dropper. Static_Player makes the item, once placed into a container, unable to be moved around within or taken out of said container unless said player is in creative mode, in which they may move items with the tag with impunity.


    Gold Plate

    What it is:

    An item that can be crafted using four gold nuggets in a 2x2 square pattern, which innately has the Static_Redstone NBT tag suggested above.

    Many thanks to Shaddura for providing this crafting recipe visual!

    What it Does:

    Gold Plates provide the average non-creative/OP player with access to the Static_Redstone tag, allowing their redstone machinery to benefit from its use, as well as offering another use for gold.


    Lock Hopper

    What it is:

    A variant of the hopper that can be crafted by placing a gold ingot above a pre-crafted hopper.

    Its GUI is modified so that its five inventory slots are rimmed by a gold-colored line in order to distinguish it from an ordinary hopper.

    Many more thanks to Shaddura for this awesome example GUI!

    What it Does:

    When an item is placed into one of its slots by any means, the item stays in the slot and is not pushed out nor can it be pulled out of the hopper by another hopper. If another of the same item enters the hopper, it will stack like normal on to the original item. However, this item is not granted the immunity of the first item, and will be pushed out of the hopper if given the chance. The Lock Hopper will allow any duplicate items to leave, but will always keep one of the item in the slot that the first item was placed in. Beyond this, it will function as a regular hopper, including being stopped by a redstone signal, and releasing its items left-to-right.

    Posted in: Suggestions
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    posted a message on Three Tools to Make Items Move (Or Stay)
    I admit I had to read this twice to get what you where talking about, but I love it. The one thing is making the locked hopper should take more than a single nugget. If the gold plate takes 4 nuggets to craft and hoppers have 5 slots, than you have 1 nugget doing the work of 20. I'd go with a full Ingot to craft the Locked Hopper, because 55% resource savings is fair but 95% savings is overboard.]



    Ehh, maybe you're right about the gold ingot in the lock hopper recipe.

    I think I'll actually make a gold ingot an an existing hopper the recipe; I think the functionality justifies the cost, and no one really has much more of a use for gold.



    If I may, I'd like to request an updated recipe from a certain kawaii lizard.

    Posted in: Suggestions
  • 1

    posted a message on Bow Nerf: Better Strategy

    Firstly, the upper limit for a human firing a bow with each arrow being able to deal lethal damage is about seven arrows in eight seconds. (Mind you, that was with the bow drawn back to its full limit, not halfway as the suggestion complains about)



    To the first solution, it is ridiculous to have to draw the blow fully to do any damage; the arrows in Minecraft travel at about 53 meters a second when fully charged (that's 26.5 m/s halfway, as a bow does damage linearly), and an arrow weighs somewhere around a kilo. This means it exerts 1x26.52=702.25 pounds of force, easily enough to deal potentially lethal damage to a target.


    To the second solution, why would putting less stress on the bow damage it more? Pulling a bow all the way back puts considerable more strain on a bow than pulling it halfway (a bowstring is a simple spring, and operates on the equation f = -kx, making it steadily do more damage based on how far it is pulled)


    To the third, an arrow does damage proportional to the amount it is drawn back. I think Mojang chose correctly in having this scale linearly with damage.


    In all, I do not support this suggestion because I believe that bows are already balanced as they are now. It already takes a bit of strategy to aim, and moreso to actually shoot someone who is running at you with a melee weapon whilst you are slowed by the drawback (another balance feature). It is entirely the melee weapon user's fault for attempting to charge someone using a ranged weapon.

    Posted in: Suggestions
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    posted a message on Three Tools to Make Items Move (Or Stay)
    Quote from BookWyrm17»
    For the gold plate, there are other items that cannot be pushed by pistons, so I'm not sure how this is different.

    The gold plate is for keeping an inventory slot in a container from being filled; it isn't a physical thing that pistons can move around.
    Quote from BookWyrm17»

    And regarding the hopper... Will you ever be able to get the items out? Maybe by breaking the hopper?


    Players may remove and insert items from the slots as they please, the hopper just won't ever empty its own slots once they get an item in them.
    Posted in: Suggestions
  • 2

    posted a message on Gold Plate

    To simply put it, a gold plate is an item that cannot be moved and effectively seals off an inventory slot from any container.


    Features:


    -Gold plates cannot be moved by hoppers.

    -Droppers and dispensers cannot eject gold plates.

    -Players in adventure cannot move gold plates.

    -Gold plates cannot be stacked.

    -Gold plates are available only from the creative inventory or /give command.


    Possible Uses:


    -Adventure mapmakers can use plates to make hoppers have only one slot.

    -Chests could be filled with plates except for special input slots.

    -Player's inventories or hotbars could be shortened for adventure mode.

    -And any other possibility that someone can conceive.


    Texture:



    EDIT: Changed the final use to be more open-ended. This is a SUGGESTED USE, not a function of the item itself.

    EDIT: Gold plates no longer are stackable.

    EDIT: Added new texture.

    EDIT: Gold plates are no longer craftable.

    EDIT: Changed 'Uses' to 'Possible Uses'.

    EDIT: Removed the special data tag. Players in adventure simply cannot move them.

    Posted in: Suggestions
  • 1

    posted a message on Blastproof Glass

    Support!


    I'd love a window on my bomb shelter.

    Posted in: Suggestions
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    posted a message on Special Hoppers

    My suggestion concerns the addition of new, useful varieties of hoppers that will further the main goal of redstone-related updates—compactness.


    • Firstly, I suggest what I call a 'divide hopper'. In appearance, a divide hopper would resemble a regular hopper with two outflow 'pipes' facing opposite, sideways directions. (This would be determined by the direction the player faces whilst placing it, with the sides lacking outputs perpendicular to the player.) When a divide hopper receives an item, it sends it out through one input. However, when a second item enters, this item is pushed out the other. This process repeats, ultimately dividing the stream of items. If one side lacks a container in which to output, all items go out the other and it functions as a regular hopper. This would be crafted (probably) as a shapeless combination of a piston and hopper.


    • Next, the 'siphon'. A siphon would look and function like an upside-down hopper. If attached to the top of a container, it would remove items just like a regular hopper would when placed on the bottom of the container. When placed on another hopper, it would transfer items upwards, into itself, eliminating the need for complicated redstone item elevators. Siphons would also obey redstone like regular hoppers, stopping when they receive a signal. Ideally, a siphon would be crafted as an upside down hopper.


    -There is a drawback to this, however. Containers such as furnace smelting slots that require an input hopper above them to receive items will not work with siphons.


    • Finally, the 'colored' hopper. With a texture that of a hopper with a colored middle section, it would be crafted with a single hopper surrounded by eight of one kind of dye. A colored hopper like a regular one when interacting with containers, but not other hoppers. Items will not transfer into hoppers if the color of their hopper does not match the hopper they are connected to. Regular undyed, divide, and siphon hoppers would be able to put items into hoppers of any color.

    Posted in: Suggestions
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