I like the new trees. My advice? Don't bother chopping down the big ones, there's plenty of smaller ones that are far easier to chop down. They might have more wood but it's not worth it, in the time you spend trying to cut down a larger tree you could probably chop down 20 smaller ones. If they're in the way just set them on fire.
EDIT: Alternatively, just chop what you can reach and the light 'em up.
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Jul 17, 2010Yeah I'm not a fan of skeletons either. Giving their attack a minimum range or stunning them whenever you hit them with a sword might make sense, it's hard enough to close in on them as it is. Or give us more arrows... The max range is fine though.Posted in: Suggestions
Jul 17, 2010Not sure there would be a lot of use for mirrors or what you would build with them but it could be nice. Implementing reflective surfaces is trivial but reflections can have a very significant impact on performance since you're essentially rendering a scene within a scene, not that there aren't ways around that...Posted in: Suggestions
Jul 17, 2010Posted in: SuggestionsQuote from mccrapper » 
  To make a blowgun, then the spines can be used as darts. also, you should be able to poison the darts with whichever mushroom it is that hurts you
 where =cactus needles
Seconding poisoned darts.
Quote from radonschism »
I want cactus armor and barbed swords.
Not sure about barbed swords, cactus needles are kind of delicate, they would just break off. Cactus armor is just crazy enough to work, it could be durable as stone and do as much damage as a stone sword.
Quote from radonschism »
End of topic.
Jul 17, 2010Mob drops right now are something of a placeholder and need to be fleshed out, I think. Zombies drop feathers to make up for the lack of chickens, spiders drop string (this feels right but it doesn't have enough uses), and skeletons drop arrows - which seems a little silly since you can already craft arrows. I think mob drops should be unique and have some use like creeper powder, this would give players more incentive to go out hunting. I'll detail my ideas for how to make drops more useful and a few other ideas that came up. I'll be brief here.Posted in: Suggestions
Spiders already drop string, but I think you should be able to find webs in caves. Webs naturally regenerate in dark subterranean areas and can be crafted into 9 string. Cobwebs have have also been used historically to dress wounds and stop bleeding, so using them would also heal you for two hearts of damage. Webs are stackable, making them the only stacking healing item, but are relatively rare.
Flax has a very long history of use by humans and is most notable for its strong fibers. Flax can be found growing in the wild and can be harvested for 3 string and some seeds to grow it yourself.
Instead of dropping arrows, skeletons should drop bones. This is a fairly obvious drop for them, I think. Bones can be crafted into needles for sewing garments to protect you from the cold on winter maps or be made into fish hooks for making fishing poles. Both uses are historically backed up. Bone has also been used for arrowheads and spear points.
Uses for string
I mentioned fishing poles. They should be crafted something like this, I think:
Spider = string
Skeleton = fish hook
You catch fish with a fishing pole obviously, possibly in a boat.
Nets can be crafted from string, like this:
Nets could be used for catching fish as well but might work differently or catch different fish. Nets could be thrown on mobs to slow them down or be used in traps.
Crafted from a 2x3 square of string. Like so:
I'm not going to go into detail here, you could dedicate an entire thread to uses for rope, like climbing, tying up boats, flags, sails, and pulleys for elevators.
Jul 17, 2010You know, I just remembered, the same discussion has cropped up on the DF forums (this seems to happen a lot). The best way to make this work would be to make custom boats completely grid based, i.e. they move orthogonally one tile at a time. It would probably look strange though, movement would be jerky compared to how smoothly rafts move and turning would be... Very abrupt. As it is this is the only conceivable way it could be implemented in minecraft without requiring advanced physics, and I don't think this will happen either.Posted in: Suggestions
Jul 17, 2010Posted in: SuggestionsQuote from radonschism »Hotkeys wouldn't be hard to create and are completely optional, therefore I support the idea.
However, I must state I will never use them.
This isn't Dwarf Fortress. I'm not memorizing several hundred key combinations.
Eh, not that kind of hotkey, I'm talking about customizable item hotkeys, e.g. diablo's spell hotkeys or just about any first person shooter's weapon hotkeys. I'm trying to think of a game with something similar... I'm pretty sure the PC version of morrowind let your assign spells and items to hotkeys using F1-F8. Dwarf fortress is more of a roguelike so it made sense for that kind of interface but minecraft has a full GUI. I'm fine with clicking, it's just that it requires WAAAAY too many commands to do simple things. For example, loading five pickaxes into your equip slots requires ten clicks, and more to the point, takes up five equip slots, which means a lot of inventory micromanagement as you open up the inventory screen repeatedly to switch out different items when you need them. It's kind of clunky. With a system like the one I'm suggesting, management would be much easier and require a lot less clicks.
Like you said, it's completely optional though. Some people might never use it, but I think a *lot* of players would appreciate it. GUI commands tend to be more cumbersome than simple keypresses.
Jul 17, 2010We currently have 9x3 inventory spaces and 9 equip slots, which strikes a nice balance for total space, but 9 hotkeys doesn't feel like enough, especially considering how often tools break. You have to drag items around far too often. I suggest that the inventory uses a numbered hotkey system. Items in your equip slots can be accessed using their respective slot number as they can now, but you should be able to assign numbers to items in your inventory screen by moving over them with the mouse and pressing a number.Posted in: Suggestions
For example, if I put my sword in slot 1 and assign "1" to my bow in the inventory, pressing 1 would rotate the two items in and out of slot 1. Pretty nifty, eh? Using this system you could assign a single number to all of your pickaxes and automatically rotate in a new one whenever one breaks, without having to use up additional equip slots. You could do this with food too, provided you have the inventory space for it. Or, you could assign levers, redstone and red torches to one number to easily build circuits and traps. Or you could assign dirt, seeds and hoes to a number for building farms... See how flexible this would be? It would allow you to access your entire inventory quickly and easily without having to mess around in the inventory screen. Just tap the item's respective hotkey a few times until it's equipped.
A couple additional more ideas:
-Pressing ctrl-# drops that item without having to switch to it. Would be useful for getting rid of junk that was automatically placed in your equip slots.
-Pressing shift-# stores that item in your inventory, removes the assigned number and attempts to rotate in a new item with the same number, if any. Would be used similarly to the above command for items you want to keep but don't need to access immediately.
What do you think? This system was inspired somewhat by Nexuiz and Free Allegiance.
Jul 17, 2010Posted in: SuggestionsQuote from Mystify »Quote from BlueWolf »Quote from Warlord255 »Crafting cacti to make spike traps is all well and good, but would there be any other means of creating such a trap? I imagine not all would-be dungeoneers would live in cactus-desert areas. Either there would need to be a non-desert equivalent, or other biomes would need their own unique trap types. Snow-covered holes comes to mind as one example, but that's the result of a repeated bug with signs and the like.
I see no reason for having equivalents of everything in every biome. If biomes will have some differences, it will encourage people to more trade over long distance and to build multiple settlements (that may cooperate).
I agree, different biomes should have different things available. Some may achieve similar effects, but be different, perhaps more effective.
I also agree. Each biome should be as diverse as possible and have it's own unique resources so the players can choose where they want to settle down. Traveling to acquire something exotic sounds fun too!
Jul 17, 2010I'd love to see fruit trees. I want to grow an orchard...Posted in: Suggestions
Also, in another thread about cacti someone said they mistook the new cacti for a watermelon. I laughed, but then I thought that watermelon might make a neat addition to the game.
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