This reminds me of the no hunger option. Yeah, that one time when we didn't have hunger and everything was simpler.
The hard core super tough survivalists didn't want the option, even though it was only techincally removing hunger for people who didn't want to worry about it.
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Aug 28, 2012I always wondered why Minecraft has so little decoration blocks. There are paintings, redstone lamps, signs, a few plants, and now they added plant pots and item frames. That's way too little for a game all about building.Posted in: Suggestions
I think Mojang should come out with an update all about decoration. However, 1.4 will likely be The Decoration Update, since they added more dyables, item frames, flower pots, and later, placeable skulls. But I guess this should add on to the possible Decoration Update.
My first topic:
DyesI liked the addition of dyable collars, to help you tell apart your doggies, and a few ideas sprouted in my head on the matter of dyables.
My first idea was dyable sword hilts and bow handles (this was suggested by me before in a seperate thread, but I think it's too good to not tell everyone again. Also I revised it a bit), to add personalization to your weapons.
So what you do is put your sword in a table, 2x2 or 3x3, and put a dye in there with it, along with a piece of leather. The result will be a sword, with its hilt colored the same color as the dye you crafted it with.
Also, upon creation of this new dyed sword, a UI will come up, a simple text box, with a prompt telling you to name your sword.
You enter your name for your weapon (Creeper Killer, Noob Slasher, Ultra Blade, the like) and now whenever you hover your cursor over your sword, it shows the name of the sword, big letters, and the letters are the same color as the hilt, and also it says your name at the bottom in small italics.
A fun thing to do if this is implemented is going around and killing people, collecting their personalized weapons, and you would have a collection of your fallen enemies weapons, and even put them on display in item frames in a sort of trophy room.
The same process is done for bows as well. Same exact thing, nothing else.
My second idea was dyable item frame backgrounds. This would be a simple addition to item frames that would make item frames more customizable. I guess you simply craft an item frame, then put that item frame into a crafting table, along with a dye, that makes it so the background, instead of the standard leather orange, would be any color you'd like, be it black, white, pink, purple, etc.
My third idea was dyable books, which would make it easier to spot specific books in your inventory or chests, and easier to organize your different books. This would make books not all look the same leather color.
As with every dyable item, simply place a book, be it signed or unsigned, into a table with a dye, and viola, a new dyed book. I also think the name should be the color of the book, when you hover over it with your cursor as well.
DisplaysItem frames made me think of other ways of displaying your items to the people.
One idea was trophy cases and shelves. I'm not going to take the credit for coming up with this, because I know that numerous people have suggested it before, I just think this should be included in The Decoration Update.
There would be two types of shelves, one is a trophy case. I don't really want to elaborate on the crafting recipe, just on the idea of it.
The trophy case would be your standard 2 block high shelf, but with glass doors covering the shelves themself, for extra security.
To place items in the case, open the doors with right click, then right click again in the part of a platform you want to place it. Then simply close the door and look at it from behind the glass in all it's glory.
There would also be a way to lock it, a three button combo would be needed.
The buttons would be color-coded, and upon crafting of the case, you need to enter your desired combo.
If you don't enter your code correctly a certain number of times, the case should let out a redstone pulse, to trigger a trap you may have build around the case.
The doors would be unable to open unless you enter your code first, of course.
Now onto standard shelves, this is just a 2 block high item that is basically a trophy case without the elaborate code system and glass doors. You place your invaluables here. Or just place a diamond there, and lure thieves.
Another idea was pedestals and stands, smaller, one block high showcases, in which you can place a single item. Pretty basic, just place an item and go.
There are several types, like a stone pedestal, which would appear like your cliche white marble pedestal (unless marble in added to the game), and also need smooth stone to craft. This pedestal would have a golden (or wooden, I don't even know) nameplate that is nailed to the front, you would be prompted to enter a label for the item placed, upon placement.
Another type is a standard wooden stand. These would be a level down from stone pedestals, and it requires much less valuable materials to craft, so if you're going for a casual look in your house, this is the stand for you.
Another idea is armor racks, a neat object to put your armors on. If you have a shop in multiplayer, you can use these racks to display your armor, and take them off if someone wants that specific armor. If this is added, Minecraft players can finally go window shopping, and that's pretty awesome.
Armor racks would be made of wood, and be a cross shape. There is a mod similar to this.
Yet another idea is glass jars and boxes, to store your fish friends, and make creepy body part related decor.
These can be used to store liquids and items that can fit.
It's a creative way of showing off things you have in your store, an alternative to item frames.
YOu can also have pet fish, by right clicking a water source with your glass container, then catching a fish, and then crafting the fish and the water-filled container together. Again, another great way to show off items in your store, or just simply show off items, even if you're not selling.
Also, upon placing a body part related item (bones, rotten flesh, etc.) in a container with water in it, the water will turn a pale green. Creepy.
That's all I have for now, I'll update this thread a little in the future, not sure if I'll do it frequently though.
Feel free to share your decor related ideas as well, I might put them in the main post.
Aug 28, 2012_br0seph posted a message on Signs placed adjacent to one another makes bigger signsI'm sick of putting two signs above a two doors, and it looks like crap. For example, I try to make a sign that says "Cold Night Inn" but I want signs to fit the width of the two doors, so I place two signs, the first says 'Cold Night', the second, simply 'Inn' it looks uneven, and the part where it ends after the 't' in 'Night', it looks double-spaced.Posted in: Suggestions
I wish they would join together when placed next to eachother on a wall, and also the text would be bigger, so it looks even and proper.
This shouldn't be with signs placed on the ground.
Aug 4, 2012I think there should be an all woman race. They'll have certain perks like magic increase and endurance.Posted in: General Gaming
What, were you expecting something more sexist?
Fine, +100 cooking skill plus a special slap-in-face technique which either stuns the opponent or angers him/her even more. Also doesn't get along well with other people of her race. Upon meeting a person of her race, after a few minutes of gleefully talking they will eventually break out into an all-out brawl in which no one gets defeated and it results in other races breaking them up.
Jul 25, 2012Oh, endermen. They are just there, walking around. Only good for enderpearls, and nothing else.Posted in: Suggestions
Well, this suggestion won't nessesarily make them more useful, but it will definately be a small touch to add more culture to the ender people.
Endermen pick up blocks occasionally. Sometimes they set it down... that's cool right? That was a nice idea by Notch, them picking blocks up. We were all expecting a greater meaning to this habit that these endermen can't seem to break. But nothing. Notch is gone, endermen are still not creepy, and they still pick up blocks for no apparent reason.
But, to add a human-like touch to these tall, long-armed men, I presume they should
construct, with the blocks in their hands, bizarre, towering spires, in which they scatter everywhere.
These spires bare no use but to add whimsy and creepiness to the land.
Once you see these spires, you know a man of ender is around.
They should also build strange archs, made of multiple blocks, they, too, should signify the presence of endermen.
But if you are foolish enough to break even one block, be it dirt, cobble, or sand, of these towers or archs, the endermen who participated in the building of the constructions, all of them, will come after you and hunt you until you're dead. You see, the endermen take pride in their buildings, and even if you merely break one single block, their ender-sense will tingle and you're butt is marked for life (?). [see poll]
A tower will vary in size, but the average is 9 or 10 blocks high. Be the height any higher than that, it may expose a possibility more than one enderman participated in the construction. So that means the higher the tower, the more dangerous it gets.
Archs should also vary in size, not in height, but in width. The bigger the width, the more endermen who worked on it, and also the more dangerous.
These structures will also be in the End, to add more spice to the drab, white, ender terrain. The structures itself will be made of endstone, of course.
Towers and archs will add a new danger in the wilderness of Minecraftia. Endermen used to be just a farm animal, hunted for their pearls, but now they are proud builders, showing their skill in towering spires and wide archs across the land, and such pride will be exposed also, when their works of art (enderman standards) are destroyed.
-I think the material of the structures should be based on the biome. For plains, dirt, for deserts, sand and sandstone, and perhaps for forests even wood.
Jul 25, 2012Now here's my problem with biome-specific hostiles, if we were to add a hostile to a specific biome (in this case, snow biomes), we would have to add a hostile for ALL, indeed, all of the biomes, since having only one biome-specific hostile is just odd, and unbalanced.Posted in: Suggestions
I for one think this idea is silly, a bizarre and funny looking mob like this should be fixed only to other dimensions, not our Overworld, perhaps in Mr. Kaiser Corax's Niflheim ice realm, but not the Overworld.
Now some may think otherwise, mainly because you added pictures to the main post, and you know how much the Suggestions forum loves pictures, but overall, pictures or not, it is still odd and doesn't fit in the Overworld.
Jul 25, 2012@linkseyi I don't this that would be better :/Posted in: Suggestions
Mainly because endermen are mysterious and dark, and if they were to start a colony or town of some sort, they wouldn't be so mysterious, for these establishments would reveal more culture and history, and in order to be mysterious, nothing about your history or culture must be known. Plus, villages would have to be on the End to, if they build them in the Overworld, and the End pretty much is just a Boss room.
@Staonopao Thanks for the feedback.
I also wondered why, when I first encountered the cavemen squidwards, the villagers didn't even defend themselves, be it I struck them or I damaged their buildings. I think this mechanic would be nice for the villagers, but then again I always saw them as a peaceful race, what with their robes and children, in which they wouldn't want to show them violence.
And I agree with the structure having some sort of supernatural property, but in no means as open as healing a player or with all the fancy particles and the such.
I would like, however, to add a magical and beautiful aspect to the structures. In the day, they are large and mysterious, but at night is where it really exposes true beauty.
The structures will mysteriously glow, a faint glow, that of redstone torches, but still enough to see from a far distance.
Or a sort of firefly effect, swirling around the towers and archs.
And I also want to add an incentive for players to break the blocks of the towers, perhaps to climb it to get a valuable item or valuabe items on the top, this maybe will give a new reason to use ladders.
Jul 24, 2012I think their health should be small, but should travel in large swarms, even larger than silverfish. I imagine them being no smaller than 1/4 of a block. Alone, very weak, together, monstrous.Posted in: Suggestions
The swarm will attack you, maybe 8 or 9 scarabs together, they all do half a heart, and attack slowly.
I think they should spawn similarly to the silverfish, breaking a mimicing block, one of sandstone, or perhaps stepping on a block, tripwires that hook up to a dispenser?
And I have an idea for a use. When killed, scarabs drop... their own carcasse. It sounds silly but it should serve useful.
You can also make a jar, and with this jar, you can craft exactly 9 scarabs with it in the table, and come up with a throwable jar of scarabs.
(Let's just say their not dead now)
You can throw the jar and 9 scarabs will come out and pretty much own any monster. One use, though.
Their bodies should be used in brewish as well, to make potions.
Jul 23, 2012No, this isn't a suggestion that suggests you can add scopes to bows and an extra blade to your swords, but more of making your weapon yours, you know?Posted in: Suggestions
So, what I think you should be able to add to your sword or bow are custom handles.
If you add leather and dye beside your sword in the crafting table, the hilt of the sword becomes that color. And right after your craft your colored-hilt sword, a gui screen will appear, a small one, and it will tell you to enter a name (specifically the name of your new sword).
So, after you name the sword, when hovered over, your sword label will read something like this:
[let's say I colored my hilt green]
The Noob Crusher
(in that purple box, of course)
This will be a way of individualizing your sword, and also adding a buff to it.
-Adds 10 extra uses (durability)
-It's hits are stronger (adding a half a heart more damage)
Also, in multiplayer, if you kill a player, and obtain his or her sword, it's name will still show, and it's creator too, so it shows that you killed this player (or he or she accidentally dropped and you stole it)
Also, if you obtain another player's sword, it's buffs are doubled (so it now has twenty buffs and it adds three hearts of damage), making having a personalized sword very dangerous, since the sword you have is potentially valuable. But if the player accidentally drops it and you steal it, the buffs are not doubled.
It would be nice having a collection of the weapons of your fallen enemies.
All of the
buffs andfeatures swords have are pretty much the same for bows as well.
And when you color your bow, the handle changes color (about in the middle of the bow, where you hold it.
Now with tools, it has different buffs
Buffs for pickaxe:
-Adds 10 extra uses
-5% faster mining
Buffs for shovel:
-Adds 10 extra uses
-5% faster shoveling
Buffs for hatchet:
-Adds 10 extra uses
-5% faster chopping
Buffs for hoe:
-Adds 10 extra uses
-5% faster gardening(?)
This, if implemented, will end the "This isn't your diamond sword I made it." conflict that rises in most servers. You can just tell the guy to drop the sword and hover over it, then, if the guy actually dyed it, it will say the original creators name. Or you can just look at the hilt color.
So, personalization of weapons and tools in Minecraft, yes or no?
EDIT: Buffs are abolished, people think it's overpowered. But AnonTheMouse came up with a better system:
Quote from AnonTheMouse
At most, I would say that customized tools should have a minor increase to enchantability, and possibly the ability to maintain enchantments when repaired. However, they should only be repairable with non-custom tools of the same type, and require that a fresh piece of leather be provided when repaired. If they maintain enchantments, they should also recover less durability from repairs.
But if anyone has another idea on how to make another use for personalizing your sword, other than making it look awesome, please post it below.
Also if you like this idea, show support and +1 me below.
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Feb 20, 2012AramilTheElf posted a message on Suggestion for improving the minecraft combat system ★Now "Popular"★Posted in: SuggestionsWe have achieved "popular" status! Thank you to all of you who support this idea!
We now have over 100 supporters! Thank you again!
The way I see it, Player vs Mob combat is fine - The player is at a nice advantage, you aren't likely to die from 1 mob (except creeper), and it doesn't take much time. However, Player vs Player works in the opposite. When two people decide to get into a duel to the death, or two groups decide to fight each other, the whole thing lasts about 30 seconds or less. Not much fun.
First, add a better blocking system. I propose that when you right click with a sword, you are actually going to set up a block that needs to be in the right spot in order to successfully block. So, now, while right clicking with a sword, instead of controlling where you are looking with your mouse, you are controlling how your sword is blocking by circling it around a fixed point. Same with attacking with a sword, except with a different button.
If swords meet like this: -|- and one is blocking, it is blocked. If they meet so they are more or less perpendicular, no need to get specific, it is blocked. Mobs would have a similar effect, i.e a spider jumps at a particular spot, zombies bash their arms in a specific direction, etc, etc. When an attack is blocked, the attacker is turned to either side a random but reasonable amount to allow the blocker to reap his just rewards, though if the failed attacker is quick he may be able to turn back in time to block the blow. The block can also be used to block an arrow if in the right location relative to the arrow, though this will be hard
However, this method obviously isn't going to work with the current combat system. Rapid clicking enemies will just quickly adjust and pummel you until eventually you miss a block, which won't take long. So, to fix this, I propose attack with a sword takes some time to "pull back" or whatever. That gives each person time to set up a block or start pulling back for a counter attack.
When the fight is over, you simply release the button to go back to controlling the viewpoint with your mouse.
Also possible would be a kick attack, which would do very little damage but have longer knockback, allowing for a possible kick then strike after a successful block.
Personally, I think that this will greatly enhance the minecraft combat system, which is in itself boring because it takes virtually no skill, just run up and rapid click. With this, you will need skill, timing, etc, instead of just a quick hand. This idea will also open the groundwork for more varied weapons like battle axes that attack at different rates but do differing amounts of damage, and shields, which may be able to do very little damage with a bash, but are much easier to block with.
Alternatively, this could be done with different buttons representing different attacks, i.e. G = upper left swing, H = upper right swing, etc, and then when you are right clicking it is the same except you block in those locations.
TL;DR / Recap
First, you would press the focus button, or whatever it would be called. This would focus your viewpoint so that you adjust your attack/block angle instead of the direction you would be looking
Instead of swinging the sword instantly when the left mouse is clicked, there would be a quick "draw back" animation before the actual strike happens. This would allow for your enemy to have to time attempt to block it.
In order for that to happen, I suppose there would need to be a similar effect for mobs, i.e. zombie needs to draw back a punch, spider needs to retract in order to pounce again, etc.
If anyone wants to make a mod for this, I'd be grateful. My Java skills aren't too great
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Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
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Aug 27, 2012So here is my idea for new Villager AI. Villager theft. We saw a few snapshots ago that Villagers will now like or dislike you. So here is my quick little idea. If a villager dislikes you enough, when you are not looking he will go into a chest nearby, steal some of the stuff, then run away with it. The amount of stuff he steals depends on how much he hates you. And by runaway, he will just go hide in a building. There are two ways to get your stuff back. One, he will trade it back to you for an insanely high deal. Or two, you can kill him and he will drop the stuff. However, killing him will anger more villagers, and Iron Golems will attack you.Posted in: Suggestions
Aug 22, 2012Hopefully, everyone saw the flowerpots in the 1.3.2 video, but if you didn't, there were clay flowerpots that you can put saplings, flowers, mushrooms, grass/dead bush/ferns, and cacti into. From the looks of them, they're meant for decoration and showing off, but there isn't much to show off, since there's no plant or fungus that's really that special, so I'm suggesting Rare Plants. These plants and mushrooms will be rare and grow in hard to reach areas, so if you find one, you can put it in a flowerpot to show off, and it will actually be cool. I didn't think of very many rare plants or mushrooms, so feel free to add more, but here are mine:Posted in: Suggestions
Death Angel (poisonous white mushroom): Spawns just like other mushrooms, but 15x rarer. This is the only mushroom that I made that exists in real life
Nyan Catnip: Spawns only in plains biomes, 10x rarer than roses.
Hellbloom (Fiery orange flower with black stem): Spawns in low light in the Nether, 10x rarer than mushrooms
Bedrock Mushroom (bedrock-colored mushroom): In the rare occasion that a cave reaches below Y-15, these will be common there.
Moss: Spawns on moss stone in dungeons
Cloud flower (white puffy flower): Spawns as commonly as tall grass, but only on or above the cloud layer, which some tall mountains reach.
Koopachris suggested:Rafflesia: A large red flower that looks like an actual block with its own custom model, rather than
just being a standing texture. It spawns fairly rarely in jungles, and produces stale
brownish-yellow particles (Representing the real-life flower's bad smell). Due to the
smell, which is said to be somewhat like the smell of rotting meat, most mobs keep at least
30 blocks away, except for zombies which are attracted to it form the same distance. So i
t's sort of both useful and decorative, but it also has its drawbacks.
SkylordCentral suggested:Hatred's Flame:
Only growing in the Nether, this flower sets fire to any entity and flammable block in a 2 block radius.
(It has particles like lava does.
By the way, it will also grow on top of lava blocks.
That's all I have, please post more.
Jul 27, 2012Posted in: SuggestionsQuote from AlexanderValkyrie
.A no hunger option would make Minecraft much too easy.
To easy, when your health doesn't regen after you get hurt and the only thing you had to get your health back up were non stacking porkchops.
Jul 27, 2012Well, this is a kinda pointless screenshot.. I was being chased on a Hunger Games server and I had no weapons, armor, anything.Except for a stick, and two golden apples..Posted in: Screenshots
So here's how it goes.
We're about 10 minutes through the game. I'm sitting there, and I'm like, Hey, sitting here isn't gonna get me anywhere.
So I sneak out of the tree I was hiding in, and snoop up to these two people who are at the cornucopia chests in the middle.. I punch one of them in the back of the head a few times, then they both turn around in their armor, and then start chasing me. My thoughts now are Oh, ****. Why the hell did I do that. I'm gonna die. Run. Run. RUNNNN.
So now here I am, a retarded looking zombie being chased by two people in armor. I was being chased for 2-3 minutes, when a group of 4-5 people come up and attack those two, and kill them both. I was excited.
Then they killed me. I hope you enjoyed my little story. (: and porkchops for all.
Jul 26, 2012Posted in: Suggestions
You fail to see his point, jackass. If you want to be without hunger, toggle the option on. If not, like you, don't touch a thing and keep killing your cows. Some people however would love to change things around WITHOUT MODS like they were a bit ago.Quote from TheRealAD2011
No, stop being such a noob, just eat and you will be fine stop complaining, just play on peaceful
Jul 26, 2012Many people, me included, have suggested colored lights. This would require a rewrite of the lighting engine, even using the normal orange/white/blue colors you see ingame with torches, sunlight, and moonlight respectively. My idea is not one that would try to fit into the current lighting engine. Instead, it involves 4 levels where the current engine has 2.Posted in: Suggestions
The first and third are the light levels. Everyone knows these, 0 is complete darkness, 15 is broad daylight. The second and fourth are the temperature levels. 0 is orange, 0.5 is white, and 1 is blue. These correspond to the color temperature of the light. These can go down to -0.5 which is red or up to 1.5 which is deep indigo.
The system now works by coloring the light levels using the temperature levels, blending colors and light levels between two sources if necessary. Where there are 3 lights, all with different temperatures, the game still blends the colors, but blocks lit equally by 3 lights will instead be lit with a faint white light. Blocks lit primarily by two lights, but with a significant amount of the third will also glow the same dim white.
Because lights can now be colored, instead of sky light being blue/white and block light being flickering orange, glowstone can now be dyed. It can't be dyed green or magenta, though, as those colors don't have a corresponding color temperature.
Apr 12, 2012Redyoshi101 posted a message on "Game Theme" option - Fantasy, Normal, and Classic(I made a thread like this a while ago but it was not well thought out and received a lot of flame comments. Instead of totally remaking the post and keep all the comments, I decided to just re-make a fresh thread.)Posted in: Suggestions
So, here we go:
With the amount of magic/RPG features coming to Minecraft, many are making hate threads and wishing they could go back.
But, if Mojang took out those features, all the fantasy fans would start doing the same thing.
So, how do please everybody? Simple (behold my
awesomehorrible photoshop skills)
Now, lets look at the options.
A) Normal: Minecraft without all the fantasy stuff - No potions, dimensions, enchanting (which means no enchanted rare drops), etc. While this may seem redundant as those things can simply be avoided, look at the reasons below before flaming on me.
Fantasy: Minecraft as it currently is, plus any future updates dealing with fantasy elements.
C) Modern (READ BEFORE FLAMING): This would actually NOT be a built-in theme, but a pre-programmed option that could be enabled through mods. Why this option? SDK's gun mod and Buildcraft are good examples of mods that would probably enable this option. Read the mods section for more info on how mods would work.
D) Custom: Another modder's theme, for the things that don't fit in the other sections.
E) All: Name explains all. Everything combined.
F) Classic (new 27 Apr): Miss the old days of alpha? This brings it back - the terrain generation, single biome, old features, everything - except for old bugs that have been fixed, of course. Why? Because MCNoglastia isn't multiplayer (to my knowledge), and because there are no current mods that you can install from the alpha days.
Info about mods:
The way mods would work is that modders would choose which themes their mods would go in in one of the class files, enabling the "Modern" theme if applicable. Then the mod features would only show up in the specified theme.
Info about existing worlds:
Of course, you're wondering what would happen to your current worlds. Right? When you go to open a world in the new Minecraft version, you would be presented with an options screen that would make you choose an option before continuing.
Reasons why this should be put in:
1. Prevent .jar switching and easier mod management: Many people have different worlds, often with different themes. And often they install mods to suit the different themes. But what happens when you forget to switch jar files inbetween worlds? I remember one time I had a buildcraft world with tons of stuff, a large oil reserve, and more... You wanna guess what happened? I uninstalled it to play on one of my other worlds, and forgot to re-install it. I lost EVERY buildcraft item in the world.
This would prevent that sort of thing happening as having worlds with different "Themes" would automatically manage mods and such, by modders specifying which theme it would fit in.
2. Servers. Maybe you want your public server to have a certain theme, e.g. "normal". Now, if you looked hard enough, you would probably find plugins that took away enchanting, portals, etc. But say, for instance, you wanted a plugin-free server, or you didn't know how to install plugins, etc. By setting the server theme to realistic, you could easily manage cheating players without having to find all their hidden portals and enchanted picks in their inventory.
3. Upcoming Minecraft features: As we all know, they are planning to add dragons to the overworld. Hey, wake up, Mojang, some of us don't want that. But of course, others are going to say that it's the most awesome thing ever added. By implementing this before that, players could easily choose to take away those features instead of trying to constantly avoid them.
Thank you for reading that, I'm open to suggestions/corrections.
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