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    posted a message on Using Parrots and Bats for bird's eyeview.
    Quote from Badprenup»

    The time was the reason I was thinking it would make a good potion. 30 seconds by default, the extended goes to 180 or something like that. Maybe if there was a level 1 and 2 potion the level 1 could be basic flight and level 2 could have some abilities, like being able to hold 1 stack of items and be able to place then (automatically taking whatever is in the player's off hand maybe).

    I'm not sure how a potion would work. Do you give it to the mob you are controlling? Do you splash it on them? Or you drink it and it gives you the ability of control when you right click the mob?

    I feel potion might not fit mainly because potions are more for buffs/debuffs.
    Posted in: Suggestions
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    posted a message on New gamerule: blockGravity

    You know you can set up sand, gravel and such by using 2 high plants, setting sand on top and then breaking the ground beneath the plant. Sure no Gravity would be easier, but I'm not sure if we need a game rule for this.


    Personally if this rule was added I'd change it to blockPhysics. When false water/lava won't flow, you could place anything on anything(such as cactus on dirt or air or next to a block) Place things like buttons in the air or at least not pop off when you break the block behind them. And of course sand not falling.

    Posted in: Suggestions
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    posted a message on Using Parrots and Bats for bird's eyeview.
    Quote from yoshi9048»

    This could be used for espionage in some maps; so I like the idea but would like to see a max uptime for any type of visual possession.


    30 seconds is a bit short; but I'd be cool with 180s.


    You can do alot in 30 seconds, but I assume map makers could increase the cooldown via command blocks, even to the point where it's infinite.
    Posted in: Suggestions
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    posted a message on Clean Leather Armour

    To be honest I thought this pay was gonna be, "I want a way to clean the dye off my leather armor", which can be done in game with a cauldron.


    I would like a redesign for how leather armor looks, who said leather had to look bad. If 80s television taught me anything, it's black leather jacket and some shades makes you cool.

    Posted in: Suggestions
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    posted a message on New gamerule

    I see nothing wrong with disabling cooldown as a gamerule, personally I like the changes with the combat update and think it makes things more fair.


    As of balance, you can throw that out that window when you add this gamerule, but it's only for the few that will use this game rule change. Don't worry about it, don't think about it, if it becomes massively unbalanced it's only for those who play with weapon cooldown false.


    To say you could just add it with command blocks is not a good argument, that's like saying you could just play modded.

    Posted in: Suggestions
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    posted a message on Using Parrots and Bats for bird's eyeview.
    Quote from ScorpionXR64»

    Eh, whatever works, I also had an idea of having parrots have this ability without the use of an item.

    IMO adding attacks wouldn't make things complex but it's your suggestion.

    I would prefer you could place things down like redstone and normal torches, since it would make for a great puzzle map and the parrot could activate traps and stuff.

    I didn't even think about how useful this would be in map making and puzzle solving. It'd be like playing a 2 player map with, but you control both players.

    Perhaps the parrots could be controlled using cookies/golden cookies, but I think mob control could also be implemented using a voodoo doll. It would be a 2 tier system.

    Another idea is to make mob control only possible on the mob assigned to that doll. So you get a blank voodoo doll, right click the mob with it and the voodoo doll gets the mob's id written to it and gets an enchanted effect. When this happens to a mob the NoAI tag is set to true and any current actions are cancelled (creeper explosion, skeleton shooting, etc). On top of that the mob should then become persistent.

    Maybe you could attack with voodoo doll, but I don't think cookie parrot control should have attacks. In fact no passive mob should be able to attack since they never could attack before.

    I would love to see a mob with this idea. I'm sure theres more details to iron out such as distance of control and how to/if to have the abilities of that mob. I don't think these controlled mobs should be able to breed if you were thinking that. Also what mobs should be exempt from mob control, obviously the dragon and wither shouldn't be controlled, but what other mobs?
    Posted in: Suggestions
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    posted a message on Why Hasn't Mojang Added Seasons??

    I'll start by admitting I didn't read all the comments, but I like to put in my 2 cents.


    I would like the idea of seasons and dynamic weather and temperature. I do see why people would be against seasons and believe it would be hard to implement now without making alot of people mad. You lay down a ton of snow to make a winter wonderland, just for spring to come and take it away? Your ice lake has melted unless you used packed ice?


    Most of those survival games with weather use this mechanic as another obstacle for you to overcome. Bundle up for winter, dress cool for summer, stay dry during rain. This would throw more people off.


    The game of Minecraft is a simple block placing game with survival on the back burner. It's the game's simplicity that allows for the complexity of the players. Basically I would like this in my game, but feel it wouldn't fit in vanilla.

    Posted in: Suggestions
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    posted a message on Using Parrots and Bats for bird's eyeview.

    I'm not sure how to craft the voodoo doll, but another idea I had was to maybe use gold on the cookie and go the way of Zelda Wind Waker, but instead of putting fruit on your head you feed it to the parrot. If just controlling the parrot I think a golden cookie would be fine.


    As of attacks, my original idea was to not have any attacks. If you can attack with your parrot or another mob that might make things a bit too complex.


    An inventory of 1 slot might be a nice feature though. Useful for sending messages and items, but no using of the items. Perhaps pulling levers and hitting buttons though.


    As for how the bird will get back once time is up? I figured I let the current mob ai take care of that. If out of range I assume you wouldn't get your bird back until you get in range.

    Posted in: Suggestions
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    posted a message on Using Parrots and Bats for bird's eyeview.

    With new birds in Minecraft I was thinking it would be nice if we could control them from a 1st person perspective. This could be by using some new item/totem. Think of it as a voodoo doll, but 1st control.


    While you have control of this mob you (Steve) will not move and can be attacked. While using the mob control the durability of the "doll" will go down, perhaps giving you about 30 seconds of control, then will disappear from inventory. Unbreaking will increase the time allowed, but would need to be achieved by book (think elytra for enchantments)


    So upsides to this item would be:

    Surveillance, easier mob control, and ability to

    view structures from New perspective without Elytra


    Downsides:

    Unable to move while in use making you vulnerable, inability to attack while using (including as the mob) and people wanting to tame you as a pet 😣


    If this isn't added to the game, I would like to at least see a mod with this feature. I mean Mojang added spectating as mobs possible, so I only feel this to be the next step and more now than ever with parrots.


    Also could we add taming Bats?

    Posted in: Suggestions
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    posted a message on Resource Pack Additions

    This idea is great at 1st until you think how servers and clients interact. This idea would work great for single player, but when you get into multiplayer it falls apart. I mean yes you can force a resource pack on the clients of the server, but the server never loads the resource pack itself. Now I believe resource packs should be used for client side mods and perhaps something like a resource pack for server side. Although I disagree I believe there should be an easier way to access these loot tables like we have with resource packs.

    Posted in: Suggestions
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    posted a message on Dying beds using blocks?
    Quote from germrage»

    Before they released the snapshot I was of the idea, that they could have gone down the banner route, and used the custom banners instead of dyes on the bed. Allowing players to truly customise their bed sheets! This pretty much mirrors your idea, and I feel it would take your idea further allowing for a far greater customisation!


    I do like the idea of just adding a banner to your bed. This might even be better than just colored beds. My idea of adding block textures would work with the current line of coloring beds, since you should be able to just colorize the textures. Though I agree we should just scrap coloring and go with adding a banner. You want a green bed, just make a green banner then add it to the bed. You want something more crazy like a creeper bed, make a creeper banner. Good idea, just wondering if the Mojang team is willing to scrap the current idea to implement this.
    Posted in: Suggestions
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    posted a message on Dying beds using blocks?

    I'm not as excited as other people are about dying beds. Sorry I know it is a popular idea that has been around forever. But now that beds will be block entities(such as chests) this means they could potentially make this even better.


    My suggestion is to dye the covers for the bed using blocks. The bed covers would then take on the textures of said block. I don't think this would be hard to do with a simple nbt tag and a little coding. I would love to see someone post some pictures with this idea in place. I would probably redye my bed using obsidian to make a messy look.

    Posted in: Suggestions
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    posted a message on Iron/Gold buttons (hold down for more power)
    Quote from DrGalaxyX»

    Can it still be pressed down by an arrow cuz here's the thing, pressure plates can be pressed down by throwing something on it (by which I mean wooden only off course) so what if the gold and iron buttons couldn't be pressed down by an arrow as it would keep it pressed and take away the purpose of it.


    The lever seems like a pretty cool concept, (so it acts like a delayer?) Overall, neat idea and I can see this being useful to map makers and players just wanting to mess around with Redstone (and off course those Redstone fanatics that know everything there is to know while I'm over here not knowing how to connect this lever to this door)



    I don't think we need another arrow button, so I wouldn't make the buttons work with arrows. They would just pretty much change the power based on how long you hold it down. Of course the levers would do the same but you wouldn't have to stand next to it.

    I guess in a way it would be a delayer, except the delay is in how long it takes for the redstone to reach 15 blocks. Think of a hopper feeding into a chest with a comparator coming out. As more items enter the chest to stronger the power is. This would be done with just this button or lever and be depended on how long the lever is on. I guess in a way this can be done using a hopper timer of course buttons can't be held down and the thing would take up 12x the space.
    Posted in: Suggestions
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    posted a message on Iron/Gold buttons (hold down for more power)

    You know the recipes for this idea can't just be a gold block or iron block, so I just had an idea that it should use a stone block, quartz ore, an ingot, or maybe just redstone, surrounded by the new iron nuggets and the old gold nuggets for the iron and gold buttons respectively.


    Not sure how to do the levers yet, but I'll be sure to add the recipe images to the post when I get a chance.

    Posted in: Suggestions
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    posted a message on Iron/Gold buttons (hold down for more power)
    Quote from laserguy345 >>

    The button idea is very cool, but I don't understand the lever. You press it once and it keeps the power until you press it again, so what's the point?


    50% support.



    The idea is the lever would gain power over time when turned on and perhaps lose power over time when off. So let's say you turn it on, it has an output of 1, next second 2 and next second 3. When turned off it would reverse this much like a comparator pulse extender does.


    If you wanted you could then time things is by going directly out of the redstone line. The closer to the lever to sooner it would be powered and the longer before it's unpowered.

    Posted in: Suggestions
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