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    posted a message on What's Your Least Favorite Thing About Minecraft?

    Ok, not really sure if this belongs here (haven't been to discussions in a while), but I'm just kind of doing a little poll. Pretty simple. I'm just wondering what your least favorite things about minecraft are?

    Posted in: Discussion
  • 1

    posted a message on Outfits

    So basically, the old idea of making skins changeable in game? For all the reason said in previous threads, no support.

    1. It isn't needed. Who's really going to take the time to add a bunch of skins and change them all the time?

    2. The youtube thing is pointless in vanilla minecraft. I do see how some people could use this for youtube, but such a small percentage of minecraft players actually do something like that where they need a skin change (as opposed to keeping it always the same). I don't think this is a horrible reason, but it would just be much better to make it a mod that those few could download.

    3. It could be laggy. Can you imagine a huge server, with people constantly changing skins? Now, correct me if I'm wrong, but couldn't all of that have a huge impact on performance?

    Overall, it's not a horrible idea (I've seen way worse), but it's totally pointless, as very few people would actually use it, and I would prefer Mojang not spend the time to add this when they could be adding something else.

    No support.

    Posted in: Suggestions
  • 0

    posted a message on Fireplace Block

    I like the idea of a block that you can place fire on that doesn't spread. It'd be very helpful. However, it shouldn't be a fire place block. For it to be an actual fireplace in a block, it would end up having to be the size of a furnace. Just a normal block would be fine.

    Support!

    Also, just a side note, why don't you like the look of non burning blocks around a fireplace? They do that in real life, too. It's just normal.

    Posted in: Suggestions
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    posted a message on Torches emit light while held.
    Quote from ice000breaker»

    i really can't understand people who say it'll cause lag, i mean such things are left to the developers, they know if it will cause lag or not, who knows maybe they can implement it somehow without causing lag, i think we should focus more on the suggestion it self.

    anyways mojang said that they arent going to add dynamic lighting, and im not even sure if your method works or not, also there's a mod for dynamic lighting, if your PC is good, it won't be very laggy


    Because, at least in my opinion, it's pointless to use the time to discuss various aspects of an idea if people who know a lot about it know that it won't work anyway.
    Anyway, no support. Like everyone else says, it would cause a lot of lag to change lighting. Also, with the limited night vision thing, it just seems pointless that that point. I really don't see the need at all. You can actually see fairly clearly, anyway.
    Posted in: Suggestions
  • 0

    posted a message on Barbed wires!
    Quote from jdc997»

    Then fix animal AI.

    It's not that simple, and I don't think it would be worth it for a single, small idea.
    I'm not totally against the idea of a fence block that hurts you, but I don't think that barbed wire is the way to go. Seems too modern.
    No support.
    Posted in: Suggestions
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    posted a message on Camouflaged Creepers

    Support


    SInce it will give the user the notice that there will be creepers in disguise by being in camouflaged form. However, this must occur only if the difficulty is switched to "Hard" mode.


    I don't think that's a good idea. Yeah, it makes it harder, but having something mob specific (besides stats) on a difficulty isn't in the game at all, and isn't really a good idea.
    Anyway, I'm kind of on the edge. Like people have been saying, having it partly transparent would work and be kind of cool. However, at that point, I feel like it would almost be too much with the current spawn rate. I feel like it should only do so if their spawn rate was brought slightly down.
    You could also have them change by their biome. This way, they're really more just camouflage, not "invisible", which would mean that it would make them a little more dangerous, but not the point that their spawn rate be brought down. However, there are a few problems that come with that. First, grass does do this, but creepers move. What happens if they change biomes?
    Overall, I do understand the problem, and I would like something like this to happen. However, I don't think that any of the ways currently suggested would fix the idea completely, and they would bring problems of their own.
    As of right now, I'd say I would like the transparent idea the most.
    Partial support.
    Posted in: Suggestions
  • 0

    posted a message on Better Exploration and Discovery: Better Biomes and Terrain

    I took away the water color since it's already in the game.

    Posted in: Suggestions
  • 0

    posted a message on Horses kick off non-owners in SMP.

    I don't think this is actually a vanilla thing. I mean, I'm not super well versed in this, so someone correct me if I'm wrong, but aren't specific owners of something a plug in, and not in the game? So then, doing this would require adding owners of horses, which doesn't really seem needed to me.

    Posted in: Suggestions
  • 0

    posted a message on Better Exploration and Discovery: Better Biomes and Terrain

    Thanks, guys! Wasn't sure how popular this would be. I'll take out the colored water, but thanks!

    Posted in: Suggestions
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    posted a message on The Sulpher, Deep Underground Creeper Variant

    I kind of like it, but it seems a little overpowered. I'd say, make it a little less powerful, and give it a special drop. Maybe a way to make a "stench potion"? Partial support for now. Good idea.

    Posted in: Suggestions
  • 2

    posted a message on Better Exploration and Discovery: Better Biomes and Terrain

    Pre Notes:

    • This is a two part suggestion, because with the wishlist rules, I can't post both parts in one thread. Please note that the intro is the same in each, so you don't have to read it twice. The second part is currently being written. I will give a link when I'm finished.
    • If you want to skip the whole introduction as to why I want this and think it's a good idea, and want to just get to the actual idea, just skip this first part (though it is recommended you read it).
    • There are currently no pictures, as that would require a lot of designing and editing on my part, and I don't really have time to do that right now. If anyone would be willing, please message me. I would be very grateful.
    • If you have anything to add, any questions to ask, any comments to make, or any ideas that you think would lend itself well to this suggestion, please don't hesitate to comment. They would all be highly appreciated.

    Intro:

    This is something that I've been noticing for a while now. It even made me leave minecraft for a while, and it's something that I think needs to be addressed to really make it replayable. And for this, I mean mostly single player. See, minecraft is fun and allows you to be creative. However, this means that it relies on the creativity of the community. Now, this is in most cases a good thing. It allows the community to really interact with each other, with minigames, maps, servers, and mods. However, I feel like a large, main part of minecraft is really starting to be ignored in all of this: survival. Just plain, vanilla survival. It's really what started minecraft up. It was unique. It was fun. Just running around, finding brand new things that you haven't seen, having to be aware of your surroundings, spending time and resources to make a gigantic base to further conquer the world, it was a great experience.


    However, this is quickly lost. Yeah, you build new things, discover new mechanics, but after a world or two, after you've beaten the end, gotten the achievements, you are really just searching in survival for something new, or turn to something like hardcore to test yourself, or the opposite direction, creative, to express your creativity. This is why I personally think things like multiplayer, map sharing, resource packs, and mods were created. This is why they're usually added to any game. To add more to it, without having to put in the work to add tons of new content. And I don't blame them. You can allow the community to play with each, and share customized content, some fun and some game-changing, while adding some new stuff with updates to keep the players interested.


    But I feel like vanilla minecraft, specifically survival, needs some additions and changes, even if they aren't huge, to really put the joy back into it. Make people want to go back to it, and make people enjoy it without needing mods or multiplayer (though I'm not at all saying those are bad). Yeah, a lot of this could easily be done with custom mods, but I do think that it is partially Mojang's job. And they are doing, still, with updates. But still, with these, people still get easily bored. I do value the community, but I don't think it's fair for Mojang to use it as an excuse to stop doing high-quality content. So, my suggestion is, simply put, make it fun to explore in vanilla again. Make people feel like it's a full world, interesting to explore, fun to see, and full of stuff to find, like when you first got the game. I do realize that after a while, you will get bored with the game, and it's not the developer's job to fix that. But I do think that, as long as they are releasing updates, they should be good updates to keep players interested. That's the basis of the idea.


    The Ideas:

    Ok, so after that long introduction, here are the actual ideas. They aren't really anything monumentally huge that will change the feel of the game. They're really just things to make the game feel new, but new as when you started playing. Basically, it still feels like vanilla.


    First of all, I got some of these when playing Terraria. I'm not copying anything, but really just the feeling of it. With every monster, every area, and every hidden chest, you can find new things. They aren't really all different from each other, but having a bunch of small differences for the player to search for really makes the world feel full, and allows people to explore for a long time without getting bored.


    -SMALL BIOME DIFFERENCES-

    So, my first suggestion is this: Make all the biomes, even some of the same, feel different and unique. Make you enjoy exploring them. Yeah, when you go into each biome they have different trees, different terrain, and a few structures if you're lucky. And this isn't actually horrible, as they all feel like part of the same game. But I feel like they are kind of flawed. It really seems to fit together like a quilt with only a few different colors. It has different colors scattered around, so it feels different. But really, each red is the exact same red, each blue is the exact same blue, and each one is a square. Basically, going with this, make all the biomes slightly different. Have a few different shades of red and blue, and make each one not quite a square. I have a few ideas make this happen.


    1. Have different terrain between same biomes. So, for an example, take two forests. Forest 1 will have a few more hills, and forest 2 will be more flat. Forest 1 will have a few rivers here and there, and forest 2 will have large ponds, and rivers. Basically, whenever a biome spawns, there are a few things like that (hills, water, tree sparsity, tree height, elevation, etc) that will be randomized within certain parameters. So, each forest is obviously a forest, and each taiga is obviously a taiga. However, each biome of the same type is a new place. Whenever you travel to a new biome, you see slightly new things. You'll rarely see a biome that's the same.


    2. Slightly change ore spawn rarity. Something else that could be used to make it useful to travel to other biomes. Each biome is randomized (to a point) of rarity of ore spawning. Now, this doesn't mean that it's possible to find hundreds of coal ore in a single vain, or to find absolutely no diamonds in a biome. But each biome will be slightly randomized so that while one may have a larger quantity of coal, another may have a larger quantity of iron. However, there won't ever be a time where one never appears, or is horribly common. But, this will mean that you need to spread out a bit. You will still find what you need in a certain biome, but it may be more common in another, meaning that exploring out a bit could very well help you. Also, this won't affect any ores that are biome specific, like emeralds in extreme hills, as that could turn out extremely unfair (in either direction).


    3. Add rare biome bleeding. So, this would be nothing game-changing, but it would still be rare, as it would be kind of interesting to see, and cool to find. Anyway, as of right now, you can kind of see this a little bit. Sometimes trees spawn on the wrong border of two biomes, and in between biomes, the grass color fades from one to another. But, I'd like you be able to sometimes see biomes themselves fading into one another. Probably within a maximum area of 20-30 blocks, two biomes next to each other would mix together. Blocks, trees, plants, it would all just mix, everything getting more and more common until it hits its own biome.


    -LARGE BIOME DIFFERENCES-

    So, these few ideas are a little more noticeable. They will change some things that you can find in the game, but not to a game changing degree. They will be pretty major, but they will be very fun and interesting to explore and look around it.


    1. Mini-biomes within biomes (terrain structures). Terrain structures are basically terrain options that have a chance to spawn in a biome, like a structure. Also, like some structures, they would really only be able to spawn in certain biomes. Also, some have a chance to increase some block spawn rates (however, not to an obscene degree). Also, I may be mistaken, but I think something along these lines has been suggested before. Please note that I did not in any way copy that, and this is completely separate. However, is someone can provide a link to it, I would be happy to add that here if the poster desired. Anyway, here's a list of the possible terrain structures:



    Cliff (Jungle, Taiga, Mega Taiga, Mesa, Savanna, Mushroom Island, Extreme Hills): A cliff can be either small or large. Basically, it's when the terrain forms into the shape of a (you guessed it) cliff. It would slope up, then end in a fall.


    Mountain/Mountain Peak (Mega Taiga, Desert, Mushroom Island, Extreme Hills): When the terrain forms into the shape of a classic mountain, with a pointed peak. Sometimes a couple can spawn together to form a small mountain range. They can spawn in different sizes, but are generally larger in extreme hills, and smaller in desert. This has a slightly higher spawn rate for gold and iron.


    Valley (Forest, Roofed Forest, Taiga, Mega Taiga, Ice Plains, Mesa, Desert, Savanna, Mushroom Island, Extreme Hills): This is less noticeable, as it will just seem like a type of terrain generation. A valley forms like a river, but can be many more blocks across. It slopes down, to a flat area lower than the ground. The area has a higher spawn chance for vegetation (like plants, trees, dead pushes, ect.). It has a higher spawn rate for coal, gravel, and special rocks (Granite, Diorite, and Andesite).


    Stone Pillars (Swamp, Jungle, Mega Taiga, Ice Plains, Mesa, Desert, Savanna, Ocean,): Basically, stone pillars sticking out of the ground, like ice spikes in ice spike plains. They generally get thinner at the top, and can be made out of different types of stone. They are usually up to 15 blocks tall, very rarely reaching 30 blocks tall. They are very rare, and are found in groups of 3-5. You can rarely find a couple emerald ores in some.


    Elder Trees (Forests, Roofed Forest, Jungle, Taiga, Savanna): Elder trees only spawn in forest-type biomes. An elder tree is a tree of the same type that is in the forest it is in, but it very, very large. In forests and roofed forests they can be 2-3 times the height of a normal tree, and slightly smaller in the other biomes. In addition to height, it is also much larger around. Vegetation grows abundantly around them, and coal has a higher spawn rate.


    2. Create biome mixing. It's exactly like it sounds like. This allows biomes, very rarely, to mix together to create new biomes. Now, before I go any further, I would like to say that I don't know for sure if this is possible. So, for anyone who would know, would you be able to create randomized occurrences of this, or would you have to create every single combination? Anyway, as I said, biomes would mix. This could be used to create realistic looking biomes (extreme hills and forest?), cool looking biomes (swamp and mega taiga?), or just weird, interesting ones (mushroom island and mesa?). Obviously, they would have to work together, so you couldn't have something like a desert mixing with ice plains, or jungle and ocean.


    -BETTER AND MORE INTERESTING CAVES-

    Honestly, caves aren't that bad. With normal caves, ravines, mine shafts, and the occasional dungeon, they always are interesting to explore. But they are always the same. Always. There are big ones and small ones. But each cave, at least in terms of exploration, are the same. You go through, make sure you have torches, and go find any valuable ores you can. Now, I do get that, as you explore more caves, you will become more experienced on what you need to do. It's just part of growing and finding out how the game works. But, I do think that caves could be improved, to make mining, and just the minecraft world, more varied. So, here are a few suggestions to make caves more interesting, exciting, and sometimes more challenging.


    1. Add different cave types. So, basically, when a cave spawns, it has a chance to be multiple different types, like a cavern. There are different ones that serve different purposes, and some that would only be in certain biomes. It would give people more incentive to go exploring for caves and biomes, and seeing which ones they could find. Below is a list of the different caves that would be available.


    Normal Caves, Common (all biomes): The normal caves. Exactly the same. This title includes all caves that can currently spawn

    Ore Caves, Rarity Varies (all biomes): This would be very much like normal caves. However, it's centered around a certain ore. The walls won't be lined with it, but you will find a very large amount of it on the walls, ceiling, and floor. The rarer the ore, the rarer the type of cave. Also, any biome specific ores couldn't spawn with this (like emeralds).

    Frozen Cave, Fairly Common (cold biomes): Like normal caves, but would be covered in ice, and rarely, packed ice. They can usually be seen with an opening on the surface.

    Sink Hole, Fairly Rare (all biomes): A large hole going down very deep found on the surface. Has a possible frozen version (covered in ice) in cold biomes.

    Worm Hole, Rare (all biomes): A cave that is very circular, and travels very far underground. It has many twists and turns, ups and downs, and sometimes goes through itself.

    Hill Cave, Fairly Common (mega taiga, mesa, savanna, mushroom island, extreme hills): Just a cave with it's entrance in the side of a hill. It's usually very shallow, without many turns or forks.

    Small Ravine, Rare (all biomes): Like the current caverns.

    Large Ravine, Very Rare (all biomes): Like the current cavers, but very deep, and very large. A good amount of ore can be found here.

    Canyon, Extremely Rare (mega taiga, mesa, desert, mushroom islands, extreme hills): Like a large ravine, but found with its opening on the surface, and can go on for either a little bit, or can be very large. Sometimes leads into an underground ravine.

    Fire Vein, Fairly Rare (all biomes): Like a normal cave, but larger, and has small paths of lava carved into the ground. It's usually found fairly deep, and can go on for a long time, usually at a general slat upwards or downwards (depending on how you look at it).

    Overgrown Cave, Fairly Rare (roofed forest, swamp, jungle, savanna): Similar to a normal cave, but is full of grass, plants, and vines. Usually doesn't go too deep.


    Why I think this is a good idea:

    Ok, so I'm finally finished (at least with what I currently have in mind). Now, the question, why do I think this could work? I have gone into detail as to why I believe minecraft needs better things like this, but why these things specifically?


    Well, these are all relatively small changes. They won't drastically change the game, or how anyone plays it. Some of it could take a little getting used to, but overall, this won't make minecraft a new game, or add a new mechanic. This will mostly just take what we have, and improve it. It will make minecraft feel more alive. You can still play how you used to, but it adds a new sense of exploration and excitement for old players, and a bigger sense of excitement for new players. All these things combined will make minecraft feel like it is varied, instead of just all of the same biomes put together randomly, with the occasional structure or village. Minecraft will feel much larger, like there's more going on. Each world will be even more unique. This would make it enjoyable again to even just play vanilla survival, and even more fun with multiplayer, creative, with resource packs, mods, and anything else. It won't change what minecraft is, it will just improve what it is.


    Thanks for taking the time to read this if you did. I understand that a lot of people probably won't care to, but I believe this could really help this game. Sorry for it being so long, but I had a lot to write. Also, remember that there will be another part soon!

    Thanks again, see ya'!

    Posted in: Suggestions
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!

    30,742

    Posted in: Forum Games
  • 0

    posted a message on New Game mode Extreme Hardcore

    Here's the thing, since the others obviously didn't make it clear enough. This isn't "hard". Just get the idea out of your head that this is in any way "hard". This is just extremely unfair and annoying. Now, I don't blame you, as it kind of seems hard. However, this is really just a way to get out of having to actually thing of problem solving ideas, and just adding pointless difficulty. This would make it "harder", sort of, but it would really just add a huge pointless, annoying challenge. You can't even build a shelter. Everything you would ever make as a defense would eventually get destroyed or bypassed. This isn't really a good idea for a difficulty, because it goes right past hard into just annoying.

    No support.

    Also, I don't mean any offense to you, by the way. The idea is just...bad. But don't take this like a bunch of people do and leave because you think everyone's hating you, because that's not what's happening.

    Posted in: Suggestions
  • 0

    posted a message on /gamerule with radius
    Quote from KSKISPER»

    /execute on an entitiy when @p is in a radius with a score that dictates the opposite objective, when in that radius keep inventory is on and switches the score. The radius parameters can be handled with r= and rm=. I just did something similar to this and this is super easy in 1.9


    Unless you want it to be player specific. Then no it doesn't work for multiplayer but in single player very easy. The gamerule would work on all players when in radius, but it's not a problem when alone. With chain conditional command blocks we can make if/else statements which makes this way easier than in 1.8 .

    Gamerules can be executed in command blocks. So this is definitely un needed.


    So...very easy to do for people who know everything about minecraft commands, but not for any kind of beginners?

    Personally, even though this is possible (probably) I'd like a command that actually did this. However, it would be hard to code and you didn't give much detail.
    Partial support.
    Posted in: Suggestions
  • 0

    posted a message on Tinkerer's Table

    All of this can be done through commands, apart from changing the AI of a passive mob to hostile. But even that could be done easily be having the mechanics of the Chicken Jockey be applied to all passive mobs, making them hostile when ridden by a Baby Zombie.

    But the rest of this thread is pointless, it can all be done by using commands or command blocks, so this item has no reason to be in the game.



    It can. However, it is pretty complicated for people who don't know commands. I mean, even I know a good amount of commands, but I do find annoying. That's why I like the features of Too Many Items. It allows people who aren't well versed in command lingo to play around with custom items.
    I do like this idea. Not sure about the idea of a table, but overall, I like the idea. Of course, commands would still be around to provide further customization, but this would be good to create custom items fast without much hassle.

    Support.

    Posted in: Suggestions
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