• 1

    posted a message on Kids These Days
    I started working at 12 years old (I am currently 25) I worked at my uncles roller rink as a cashier/host and DJ up until I was 17, doing 4-8 hours a day every day except for sundays, getting paid in peanuts practically. Because of this though I saved money, I could afford stuff I wanted even though my family was rather poor. At 14 I was contributing to the rent every month. Now days I havent gone longer than a month or two without a job, even in this bad economy I have the drive to seek a job, any job. I did chores, had a social life and a job, I did NOT have a cellphone and I did not get into computers and games until I was about 16, even then not excessively.
    My older brother who didnt work until he was 19... has been unemployed and mooching off people for the past 5 years because of general laziness.

    Asking this question in these forums is silly as the majority of those answering are kids who do not want to do their chores, though I think it is something they need to think about. In this economy life gets hard fast, you cant live off your parents forever, and you'd do better to learn about the working world early ESPECIALLY if you're going to college because you need to save up money NOW for living, you'll be in debt for many years to come just to pay for college, and most likely wont get your dream job. You'll be working out of McDonalds for the next 10 years struggling to pay off your debts before you get any serious sort of interview in your field. Minimum wage jobs are requiring college degrees now days because they can.

    If you want a decent life you need to get a head start on your peers, obsessing over girls/guys, playing games and checking your facebook isnt insuring any future, and your parents are most likely struggling as it is. Don't put the weight of your debt and laziness on them.
    Posted in: General Off Topic
  • 4

    posted a message on Interactive NPC & Questing (Mapped out)
    Interactive NPC & Questing
    I've been working on a map for some time, and with the new updates it has made making an adventure map MUCH more fun and easy, though I'd still like to see some improvement for NPC's. Right now the only way to make an interactive NPC is through mods. I have a suggestion that could make it so map builders could set up an NPC to progress the storyline.

    (Forgive me if a similar idea has already been posted. I am having connectivity issues and I d/c every few seconds, so search isnt exactly working for me at the moment)
    Go ahead and leave comments and suggestions, I’ll try to answer anything that needs answering if my net holds up, it is a rather complicated suggestion but I think it would improve questing maps vastly.


    Table of Contents
    I. The NPC (Item)
    II. The Quest (Item)
    III. Additional Things
    ----------------
    I. NPC ITEM: The NPC item would be a ‘doll’ that is obtainable only in creative mode. Much like a book you will hold it and right click to activate the Menu.
    1. Character Model
    2. Quests
    3. Name, Personality & Save
    • Menu 1: Character Models
    You can choose the character from a list of existing character models (i.e. Steve, Villager, Witch, Golem, Skeleton, Zombie etc. If a model from a mod is chosen and not available upon the map loading up, it will switch the default to Steve.) This menu will even have ‘tinting’ so players can tint the NPC different colors if needed.
    • Menu 2: Quests
    All the quests you make save to your .minecraft folder. In this menu you can go scroll through all the premade quests and choose up to 3 quests per an NPC, and even set timers for them (This would work like potion and beacon effects. A timer will show and count down your Quest, along with displaying the time at the top-center of your screen, if the timer runs up before you can get within 5 blocks of the NPC, then the quest resets again. If you get within 5 blocks in time then the quest menu will pop up pausing the timer while you input any items needed.
    • Menu 3: Name, Personality & Save
    Once the character model and quests are chosen, the player can flip to the Name, Personality & Save Menu. On this menu the player can set name of the NPC and choose if the NPC is in Idle Mode (Stands in one place) or Wander Mode (Wanders within 5-10 blocks of the block it is set on.) The default mode is Idle Mode. There will also be an option of Friendly or Aggressive, this is for when all quests are complete the NPC can either stay Friendly and continue in Idle or Wander Mode, or turn Aggressive which would turn the NPC into that of which it was modeled on. (i.e. creeper NPC turns into angry creeper)
    When the Map-Maker is ready they may save the NPC which will lock the doll item (making it shiny like a book.) Now the Map-Maker can set the NPC down and it will be active.
    Available Actions
    1. Name NPC
    2. Set Idle or Wander
    3. Set Friendly or Aggressive
    4. Save and Lock
    ----------------
    II. QUEST ITEM: The Quest would not be 'craftable' the NPC & Quest item is only obtainable through Creative Mode. Like a book you will hold it and right click to activate the Menu. (Note: Quests will save to your .minecraft folder and only save to maps once they’ve been docked in an NPC.
    1. Title & Written Dialogue
    2. Questing Items
    3. Inventory
    4. Save Quest
    • Menu 1: Title & Written Dialogue
    In this menu you can set up the Quest title and the NPC's dialogue (Like a written book, this Menu has a window that works like an internal book, so you can write dialogue by the page.) There will be 4 written Dialogues, 1st Opening Dialogue, 2nd Quest already Active Dialogue, 3rd Turn in Dialogue, 4th Finished Dialogue.
    Dialogue Examples:
    1. “Could you find me 4 ladders and a porkchop? I’ll give you a gold nugget!” (Displays ‘Accept’ Button’
    2. “Do you have my items? Maybe you should check over at the carpenters or the butcher shop?” (Displays Desired item list and ‘Complete’ button.)
    3. “Thank you for the stuff! Here’s your gold nugget!” (Inventory unlocked)
    4. “Hello! Sorry I don’t need anything right now.” (Empty Inventory) In Play Mode: An empty inventory will make an NPC go straight to the 4th Dialogue.
    • Menu 2: Quest Items
    With the ‘Quest Item Trading’ Feature you will give the NPC a list of items it needs, the NPC can want up to 6 items. The Map-Maker can set the desired items by dropping said item (Example: Diamond) into each slot. Next to the item will be a + & - button so the Map-Maker can set the amount of items for each slot. (So if the Map-Maker puts a diamond in slot 1, and sets the amount to 3, the player would need a stack of 3 diamonds to put in the slot.)
    In Play Mode: Once the desired items are placed in the corresponding slots, the player can hit the ‘Complete’ button, and if the items and their amounts are correct, the NPC will accept them. The window would switch to Dialogue 3, with the unlocked inventory beneath it.
    • Menu 3: Inventory
    Essentially the NPC inventory is a ‘locked chest’ using the ‘Quest Item Trading’ feature as a combination lock. When the inventory is unlocked it will display up to 12 inventory slots. The Map-Maker can put any item in the inventory as the ‘prize’ of the quest.
    In Play Mode: Once all items are removed the window will change to Dialogue 4.
    • Menu 4: Save Quest
    This menu is the save page, once you’ve completed your set up, you can save it. Once saved it will be saved to your .minecraft folder, and you can assign it to an NPC through your NPC set up. When the quest is assigned to an NPC and set in world, the Quests will save to the map (Like Books.)


    ----------------
    III. Additional Things:
    • Like Quest NPC’s in MMO games when the NPC has an available quest there would be a floating exclamation mark over his head. When the Quest is in progress it will turn into a question mark. Once all quests are done there will be no icons over head
    • To signal that they have a question they could be doing some sort of waving or jumping action, to differentiate them from other basic mobs. (credit to 360Editionplayer21)
    • NPC's will have damage immunity from all mobs until all their quests are complete. (This does not include creeper and TNT explosion.) (The player can still harm them, but if killed they will not drop anything)
    • NPC's have the same HP as as the mob model they are using.

    Possibly how the questing menus will function. (This is not what the actual questing will look like, it is just an outline of a possible set up.)
    Posted in: Suggestions
  • 3

    posted a message on Qubetubers "Child's Play Charity" Going On Now!
    Quote from Frossa

    I don't want to sound like a child-hating douche, but...WHAT THE **** HAS THIS TO DO WITH MINECRAFT?

    Sometimes companies will give their support to a charity in hopes of raising donations. Notch who has always shown to be a very nice and honest person wants to help Childs Play, since he invented 'MINECRAFT!?' it is on this site. Also you sound very douchey.
    Posted in: Minecraft News
  • 2

    posted a message on Forcing texture pack for SMP server
    I refuse to use anything other than doku or summerfields, dont force your crappy texturepacks on us.
    Posted in: Suggestions
  • 1

    posted a message on Better Player Models! (Knee and Elbow Joints)
    Wanting to change the player model is like opening a can of worms in this forum, its something most people dont want to even think of, they just plug their ears and scream no at change.

    I still want a version of the player model we had been promised as a more polished game, steve was going to be more bendy...



    The original creator of these models left mojang though and they completely dropped the idea of improving steve sadly.
    Posted in: Suggestions
  • 2

    posted a message on Gumbo/Burgoo (use for cauldron)
    Gumbo and Burgoo are stews that you can make with just about anything really as long as you have some meat and other misc ingredients. Its what many made when resources were limited.

    How it Works:
    How it would work is that if you have a cauldron and are able to fill it with water you can throw any edible food item into the pot for the mix. Depending on the food items you throw in it will adjust percentage good to bad, if it is very good it will give you more food bars, the worse it is it will give you less. If poison items (spider eye, rotten flesh)are added it ruins the whole batch and you'd have to use a bucket to get rid of it.

    Eating:
    To eat the Burgoo you would just click the cauldron with your bowl to fill it, the cauldron would keep an inventory of how many food items are in it and fill up to 10 bowls per a cauldron. You can refill the cauldron with water and food as it goes low keeping up the quality, if you completely empty the cauldron you start over with a weaker burgoo once more and will have to build up the quality all over again.

    Emptying the Cauldron:
    To empty the cauldron you'd have to bucket it out, it would be adjusted to about 2-4 buckets to fill the cauldron, so it would take 2-4 trips to clean it. Depending on how good or bad the burgoo is it will do one of two things.

    Bad Burgoo when dumped would kill any plant life under it before disappearing

    Good Burgoo will work like bone meal on the ground, growing grass and flowers where ever you dump it. You can also dump it on crops to grow them like bonemeal.

    Either way when you dump it, it will appear as a brown mushy water block flowing out 2 blocks in all directions before disappearing.
    Posted in: Suggestions
  • 1

    posted a message on Small Suggestion! Redstone Powered Jukebox
    So now that there are more music disks it would be nice if people can set up a jukebox that is powered by redstone.

    It would still work if you just pop a disk in, but say you hook it up to a switch, when you flipped the switch it would make it loop for as long as the switch was on. But this way you could rig up a sort of in game play list with redstone, If you put a switch with a line or redstone linking through multiple jukeboxes like so.

    :|: = switch
    :Red: = jukebox
    -- = redstone

    :|: -- :Red:-- :Red:-- :Red:-- :Red:-- :Red:-- :Red:--|
    |----------------------------------|

    It would make it play through each song before moving to the next jukebox, also making it a musical timer. Jukeboxes would work the same essentially, just that you could use redstone to turn them on and make them loop now with redstone.

    Right now if you turn on one jukebox then turn on another, the most recent will play, it would be the same with the redstone timed ones, the most recent will play, the jukebox timer before it would need to be reset to start its loop again.

    Anyone else think this would be neat?
    Posted in: Suggestions
  • 1

    posted a message on Secondary skin & in-game skin switching
    I was thinking of this as well, skins should be saved and displayed through the client so we can switch skins easily! I like to play on RP servers and Brony servers so I have to switch skins every time and it is very very annoying. I'd like a way to save multiple skins and load them up through there.

    Or if client skinning isnt possible maybe make it so we can save a skin library to our account.
    Posted in: Suggestions
  • 1

    posted a message on Shepherds Crook (alternative to wheat, non-damaging herding tool)
    This is a small suggestion meant for people who like to farm animals.

    The shepherds Crook, is a staff with a hooked top meant for hooking animals around the neck to direct them or pull them.

    In game the Shepherds Crook would have 3 uses, (normal durability)
    • The first use would act like wheat, they would follow you if you have the Shepherds Crook, though the bonus would be that even parent animals and babies would follow you.
    • The second use would be to grab animals, with the crook you can right click an animal and it will grab them holding them directly infront of you, right clicking a second time will release them.
    • The third use would be that you could hit the animals with the crook to push them back, but since it causes no damage they wouldnt freak out and run away, they'd just be knocked back.
    Recipe:

    :|: :|:
    :|: :|:
    :|:

    :Orange: = Leather

    :|: :|:
    :Orange: :|:
    :|:
    Posted in: Suggestions
  • 16

    posted a message on Creator Content: Creative Blocks [New Poll] Bring your suggestions and your support!

    Creator Content: Creative Blocks


    Creative blocks are blocks only available in creative mode. They cannot be mined, made, picked up, or set down unless the person is in creative mode.

    Block 1: Invisible Barrier Block
    Invisible Barrier Block, is a block with the same properties as bedrock, but is invisible to survival mode players. Switching to Creative Mode will show a red frame around each Invisible Barrier block. A texture cannot be assigned to this block preventing people from adding a texture to see how high walls of it go. The block lets through 100% sunlight but NPC mobs cannot see through it preventing mobs from wall humping if a player walks by.

    Block 2: Visible Barrier Block
    Same Properties as Invisible Barrier Block, with the difference that it shows a very light animated texture simulating a flickering barrier. Assigned a texture so the flickering image can change according to texture pack.

    Block 3: Notice Board
    A large sign 3 blocks tall by 6 blocks long. Gives the creator the ability to write more on one large sign for notices, rules or other information.

    Block 4: Creators Spawner
    This block has two adjustable options. To pick an option you would right click with an empty hand to toggle between them.
    • Option 1: Basic Mob Spawner, visible, breakable, solid. (Like spawners in dungeons)
    • Option 2: Creative Spawner, survival mode cannot see the spawner, it is not solid and cannot be broken or seen when not in creative mode.
    To set a mob to spawn from this spawner the creator would need to right click the block with a mob egg opening the spawner. The spawner will have one slot to put an egg in and a slider bar to set the spawn rate. If a monster mob egg is put into the spawner it will only spawn the monsters when the light level is appropriate. Animal mobs will only spawn if light level is high enough and there is grass surrounding the spawner, (or water if squids, houses for npc villagers.)
    To prevent massive spawning, the spawner will keep up a set amount of mob creatures per a set radius. So if you set it to keep 5 sheep in the radius, if one sheep wanders out of the radius it will spawn another to keep the set 5 around it.
    (note: Redstone switches can be connected to these spawners to trigger them on and off)

    Block 5: Redstone Transmitter
    This is more of a device than a block, with this item you can connect switches to circuitry indirectly without revealing the location of all the redstone circuits. The transmitter would be place where the switch would fit with the circuitry, then another transmitter set with the switch/button/plate. Right clicking the transmitter after setting it will make it look for a near by option connection, once it finds an open connection it will lock in, the only way to reset would be to break and reset the item. Item is not solid, and is invisible in survival mode.

    Block 6: Trigger Block
    This block has two uses to play music or to project a message to the player. After setting it down the creator can right click the block to bring up a menu that will give a list of songs or sounds it could play, along with a chat window to display any message they wish. Example if a player walks through the block the set song (example: Ward) would play followed with the message entered in the block "You notice a hole ahead, better not fall in" or "You have veered off from your quest, this area is not part of the adventure map". The block is invisible and players are able to move through it while in survival mode.

    Edit: Optional Add-on for trigger block
    • A weather trip between Rainy/Snowy and Sunny
    • Time Trip setting with one of 4 options Sun Rise, Noon, Sun Set, Midnight
    Suggested by StrottinLemon


    Block 7: Untouchable Dispenser
    Looks and acts like a regular dispenser (i.e dispenses items, shoots arrows and fireballs) uses the same texture as the current dispenser but is unbreakable and cannot be opened unless player is in creative mode. When shooting it will shoot items from the slots one at a time filtering through all nine slots before returning to slot one so the creator can set it to shoot different items each time the dispenser is triggered.


    Block 8: Check Point Block (Suggested by Rosate and somewhat modified)
    This block would appear as a translucent red block that the player can move through. It would be able to save the players spawn point for which ever block the player passes through no matter time or day ensuring a check point before the player moves on, on their adventure map. When passing through a check point block the chat message "Check Point Saved" will display if the point was set. There is no menu set up or anything, specs on this block are set.

    Block 9: Powered Fire Block (Masked)
    This block is a masked block that has an option to look like one of the following listed blocks. (Wood Planks, Log, Stone, Cobble, Brick, stone brick) Connected to a redstone circuit so the flame can turn off and on according to the redstone. Fire cannot be punched out, and will not spread, making it a safe alternative to use in fireplaces as well. If a burnable block is set directly ontop of the Powered block when the fire switches on, the block will be instantly consumed. (Player craftable with 6 obsidian, 2 netherrack, and 1 flint&steel)





    ~*~*~*~*~*~*~*~*~*~



    There are probably more creative mode blocks we could use but I think these will benefit adventure map builders most right now

    (Note On Invisible Blocks, these can be seen in creative mode but not in survival mode, either with a red frame, or a set texture available only in creative mode.)


    ~*~*~*~*~*~*~*~*~*~

    Items to be added and discussed later.
    Creator Content
    Easy in-game Programmable NPC's and Mobs
    Merchant/Vendor Blocks
    World Settings (Set what blocks are breakable, how long weapons last, jump height etc)
    Warp Points (teleport players to different areas on adventure maps)
    Locks and Keys
    Commerce and Money




    Signatures and Banners:

    I will try to make one if I can though any who can make a decent one is welcome to do so, and will be credited their creation.









    If you like this suggestion check out my other suggestions:
    Posted in: Suggestions
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