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Nov 25, 2011ChaosGuardian posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Posted in: Discussion*NEWS*Update 6/5/13
Word has come out that 1.7 may include biome changes. Stay tuned.--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Adventure Update was supposed to give us more motivation to explore, but instead the motivation was taken away. Here's why:
Many of the features included in the 1.7.3 generator that brought the game to life were unexpectedly removed when 1.8 hit our clients. Due to this, monstrous amounts of variety are now non-existent in Minecraft. Most of the problems with the generator today are due to limitation. With that being said, every seed is now basically identical, meaning there is WAY too much predictiveness in the terrain:
LIMITED HEIGHT VARIATION
For instance, we can only find mountains in the Extreme Hills (EH) biome and the X-hills biomes (ForestHills, DesertHills, etc.) In the EH biome, height changes are forced, ALWAYS leaving us with a sloppy mess of turquoise spam reaching to the heavens. In the X-hills biomes, the same thing happens, except height changes hardly ever reach "mountain level."
So why is this bad? Although this brings us joyous mountains, they are never spread apart, or landlocked by flat land. Thus, if you find a mountain you are nearly 100% sure to find more and more. Also, when you see turquoise grass, you are 100% sure to find mountains. It's predictability at its greatest. This is bad because the pre-1.8 generator contained more height variation. You could literally find any type of landscape. Just look at the variety of landscapes you could find in pre-1.8 in comparison to current generation:
As you see from this picture, the only way to achieve max-height terrain is to visit the EH biome. No, X-hills will not allow you to do this. What we do know is that EH biomes and X-hills together give us a somewhat decent array of variation, but 1.7.3's array was a LOT bigger. Want proof?
In this image, not only is there an overhang and a thin rocky formation, but there is flat land isolating both of these. There is no way to represent full random height variation in one picture, but this may give you a hint as to what it may be. What else can we bring to the plate?
Beta 1.8+ babies may not know what this is. Here is a picture of the most popular seed before the terrain was ruined. Glacier was its name. Now, this isn't the best picture of the Glacier Mountains, but I will attempt to describe it. Imagine a seasonal forest with mountains sprawling across the whole biome. This may seem like the equivalent of today's ForestHills sub-biome but it is not! An area such as the Glacier Mountains was not something you would see every five minutes. It was found by seed-hunting -- another damaged factor due to the 1.8 terrain changes. Ladies and gentlefish, this seed may just describe what height variation is all about. You see, if you exited the area of the mountains, there'd be terrain nothing like it. You would see occasional hills and land easy to build on! And guess what? This all happened within biomes of the same name. There were no limitations nor restrictions.
Now before you start replying (and I urge you not until reading ALL of this post), let me show you what the 1.7.3 generator could do, even though people may think it wasn't possible.
The picture above IS Beta-1.7.3 terrain, not Release-1.3.2. Yes, flat land was possible. REMEMBER, we are not asking for the previous generator! We want the current one improved so that everyone is happy!!!!
FORCED ENDLESS CAVES
Another flaw of the current generator is the underground generation. There are simply too many caves, and this problem is existent in every world, just like our height variation problem. Often, I find myself bored in-game, because within the first five minutes of a newly created world, I'm already set for life because I found a cave that extends on and on. Literally, we can now find stacks of iron ore and enough diamond to last us half a year within the first hour of gameplay!
So why is this bad? It is understandable some people may like having extensive caves, as do I, but not all the time. Minecraft always needed more challenge, and this cave problem definitely worsens the issue. Back in pre-1.8, there were caves of varying sizes -- the same amount of variety that the mountains had. Now we are limited to seemingly endless tunnels and caverns. Don't you miss "conquering" a cave in less than 10 years? I know I do.
Don't believe me? Look at this:
You could say "that's just one area in one world." WRONG. Look at this:
This is absurd. The people who enjoy extensive caves are sure happy, but the people who want caves of varying sizes should be enraged!
SLOPPY SAND BEACHES & ABSENCE OF GRAVEL BEACHES
Another problem with current terrain generation includes the formation of beaches and the absence of gravel beaches. Gravel beaches were an undeniably cool feature to pre-1.8 generation, and Mojang had no reason to remove them when the Adventure Update hit our clients. Remember the "404 Challenge?" Well now it's impossible to have anything merely resemble it (except for the extensive cave system, of course). Sandy beaches are now always sloppily generated, therefore lowering the rate of variety within every world.
Why is this bad? It is obvious that the removal of gravel beaches upsets many people, as it does to me. Sandy beaches on the other hand definitely need work. Take a look at this current beach:
..Well that was awkward. The generator seems to just replace random coasts with sand blocks. Face it, pre-1.8 had things like this as well, maybe not as common, but definitely existent. However, pre-1.8 also had good looking beaches! This is what we call VARIETY -- when things stop reappearing over and over again.
Ok, admitted, the picture above may be a little biased. Let's throw in a picture that an opposer gave to me:
This is someone's example of a perfect beach. You've got to be kidding me. First off, two things need to be pointed about before getting into the specifics.
1. This is set on the Large Biomes option. Good terrain should be available to those who play on the default setting!
2. This "beach" is adjacent to a jungle biome. Beaches next to jungle biomes tend to look a bit nicer in comparison to those that are adjacent to other biomes. Therefore, this picture is a little biased itself.
As said before, the main problem with today's beaches is that they are always going to have this form. Only one or two horizontal lines of sand are actually on sea-level. Again, we had crappy beaches and good beaches in 1.7.3 and this is good because of the variety it brought to the game. We all shouldn't be able to reach preffered terrain everywhere we go, right? That's the challenge and fun!
Take a look at this picture of a pre-1.8 beach:
Now that's what I call a good looking beach! Look how many consistent sand blocks are actually on sea-level. Compare that to the one or two lines of consistent sandy-coasts in current generation. Remember, pre-1.8 also had crappy beaches, which is a good thing because it distributed variety into every world.
Keep in mind, this thread is NOT about the existence of oceans, the "RPG" features, the existence of the new world generation features, biome size, random placement of biomes, and possibly more. We also do not endorse the return of past generators or a new world option.If you want to discuss these said features, you are in the WRONG THREAD.
WHY MODS ARE NOT THE SOLUTION:
Quote from Shreaders »Mods are a temporary fix to a long-term problem. Most of the terrain altering mods out there do not even live up to the standards that are put forth in this thread. They all are attempts to bring back 1.7 map generation into the current terrain. If you're asking Isn't this what we want? No, and this means that you did not read the full thread. So please go back, re-read the thread, and then re-post.
What we want done to the terrain is have it tweaked to add more height variety per biome. We want the structures and everything that was added since 1.8 except for the flat, dull, boring land. Mods do not fix this as they create ugly jumbled up and chewed up land masses all over the place (Which those types of land masses can also be neat if harnessed and used correctly by mojang.)
Did not know that? Re-read the thread, and re-post.
So for those of you who keep coming on here advertising different mods that we can use: 45 people have mentioned the same thing before you: so do not bother as it will not silence us. We feel the current map generation needs to be altered to satisfy all of Mojangs player base not just 25% (and yes those numbers are accurate .. the poll for this change is at 75% yes and 25% no) Did not know that? Simple.. Re-read the thread, and then re-post.
Tell Mojang about this issue!
Jeb's Twitter: http://twitter.com/#!/jeb_Dinnerbone's Twitter: http://twitter.com/#!/DinnerboneMojang's mailing address (MOST EFFECTIVE CONTACT METHOD):
The Minecraft TeamMojang AB
Maria Skolgata 83
118 53, Stockholm
You must include The Minecraft Team, otherwise they will not get it.
Check out these related threads!
Quotes From Different Players:
Quote from Mattressi »
I'm a little confused that this isn't a bigger complaint: I mean, swamps look ugly, sure and there are a few bugs here and there, but BIOMES ARE ABSOLUTELY RUINED. Seriously, I can't even play anymore - I'm just so bored by the landscape. I like mountains with trees (regular, pines and birch) and snow. I can have either mountains OR snow OR trees. Awesome
Seeds are completely pointless now - all they do is determine your spawn point. Might as well just use one seed and ask at the start if you want to start in the biome with trees, the biome with mountains or the other biomes with nothing in them.
Has anyone tried tweeting jeb about this (I'm pretty sure Notch isn't working on Minecraft anymore)? To me, this is the single largest issue with Minecraft currently. Varied and crazy terrain was one of the greatest things about Minecraft pre-1.8. Now, Minecraft's terrain is more boring than in real life. Realism I could possibly stand (in a game with creepers and which originally became popular because of its crazy and interesting randomly generated terrain), but it simply isn't realistic to have no snow on any mountains, to have no trees (one tree per chunk doesn't count - I'm talking forests) anywhere where it snows, to have almost completely flat terrain everywhere except in one specific area which has huge mountains and nothing else.
Some have said it's this way because of NPC villages - if that's the case, I'd much rather have no NPCs at all if it will bring back an interesting world.
Please, can someone here who uses twitter contact jeb and link him to this thread or ask if he realises that Minecraft's terrain generation is horrible and boring now, and whether he intends to fix it? If Mojang think it's fine as it is and don't fix it, I honestly won't be playing anymore. Bring back variety and craziness or lose those of your customers who enjoyed (above ground) exploration, building in unique locations, searching for the best seed, admiring the views and even just doing other things in a world that didn't feel like a void.
Quote from Strottinglemon »The problem I have with it is: EVERY. WORLD. LOOKS. EXACTLY. THE. SAME.
Quote from Homem Pigman »Moving mountains to a single biome was simply the worst idea in all of gaming history. And even those look bland.I want the extremely random worlds that made Minecraft be awesome!
Quote from Mamrok »The terrain is a lot LESS complex than it used to be. What made the old generator more complex is, that the
physical terrain overlapped with all biomes, so that we had a lot of combinations. The biomes now are very homogenic and are seperated from each other with surgical cuts. 1000 blocks of flat forrest *poof* 1200 blocks of flat desert *poof* 1000 blocks of treeless extreme mountains *poof* 1000 blocks of flat forrest. very complex...
Also the additon of ravines and rivers doesnt have anything to do with how the terrain and biomes are created. They are just superimposed over the landscape.
Quote from giraffeartillery »This more realistic terrain generation is incredibly bland. Once you see one biome, you have basically seen them all.
The old one was varied and the biome mixing created some nice landscapes. Also spawning on a beach made it feel like you washed up on the shores of a unknown land. I wouldn't mind some modifications to the underground how ever.
Quote from Domino »The sizes are perfect, but they need more variety in each one.
Quote from Flygonair »I was gonna post a hate comment, but once i looked at the screenshots i realised you were right! I haven't seen any awesome looking mountain formations since 1.0.0! All i've been seeing is the same old plains, swamps, and pine forests!
Quote from MineCrak »I used to be ok with there being some caves, but now the entire damned underground is swiss-cheesed with them... Now I hate them.
Perhaps the people who love the endless caves are playing the game in Peaceful or Creative mode. Caves are a whole different matter in Normal difficulty. They are constantly getting in the way of my mines and underground constructions.
I would rather have fewer but more epic caves or actual caverns then an endless ant farm of caves everywhere I dig..
Quote from xlea99 »I kind of used to hate people who said the terrain was boring... but it is REALLY flat. I guess I have to agree now. While I'm in love with oceans and mushroomlands and jungles, there is not as much interesting stuff in the world. I really wish that jeb would put back in what notch took out: Mountain landforms.
By that I mean not a mountain biome, but allowing allowing mountains to spawn in any biome on their own. That was one reason that the 1.7.3 generator was so friggin amazing.
If Jeb made it so that mountains could spawn in the same sort of way as lakes, then things would get a lot better. Then, mountains would be spawning in forests, giving us back that good-ole' tree filled mountain range we all love. It could spawn in Praries, to allow villages to be at the top of the world. It could spawn in deserts, to give us back those sand falls. They could spawn in oceans, so you could find just a random huge mountain in the ocean, kind of like a survival island. Heck, they could even spawn in swamps. Allowing for some pretty cool crap to happen.
Also, Jeb needs to put back the gravel beaches. I loved the look of those, and they just made things look so good.
Quote from Wiggycat314 »I have been a heavy Minecraft player since Alpha 1.2.0_02 when I first started playing. It wasn't the mining or the monsters that urged me to play; it was the sense of adventure. Most of the time, when I make a new world, I don't plan on building, I spend most of the time exploring the unknown and seeing what Minecraft has to throw at me.
When the ability to use seeds came out in Beta 1.3, it was then that my sense of exploration really started to rise. So many words and letters to type, so many worlds, but so little time. I loved it, each world had it's own uniqueness to it. If you managed to find a very nice world, you knew that this world was yours and no one else had one like it (unless you shared the seed).
When 1.8 came out, it really hit me hard. There was little to no variety in the worlds anymore. Seeds (in my opinion) were then obsolete. What's the point of sharing seeds when every world looks the same.
Quote from Creative_Explorer »It is a fact that the terrain has less variety in it than before.
Quote from Frogging101 »I don't know why, but there are way way way too many caves. I don't recall there being this many before 1.8. I like exploring caves, and it's cool to navigate the enormous mineshafts. But only to a certain point. After spending hours and hours in a seemingly endless cave system, it just gets boring and repetitive. The cave system that I've been in since I started this world 3 days ago is just way too big. I dug a staircase mine type thing for a bit, just to collect a few ores to get me started. Within about 5-10 minutes I found my self in a cave system. 3 days later, I'm still in the cave system. I've seen about 3 ravines, destroyed 2 cave spider spawners, gotten lost in 2 different abandoned mineshafts and maybe 20 different caverns. I have half a chest full of coal, and the other half is iron, gold and a few diamonds.IT NEVER ENDS.
Quote from Owl Exterminator »I love enchanting, I love the new biomes, I love all of the new features, and there isn't one I would ever want removed from the game. I miss the old world though. The new world isn't the same, it doesn't even compare. I'm sorry to all those people I insulted back when the adventure update went live. I'm sorry because I know why you were upset.
I wouldn't be against Mojang hiring a guy on full time to do nothing but work on the terrain, as long as it gets done.Quote from DrakBadgerwaffles »
Also, is the Bukkit team actually still part of Mojang? I thought they were hired on and since then I've heard very little out of the progress they are supposed to be making.
Here's a rundown of how I think they are splitting their efforts. I'm thinking Bukkit got there, wanted to finish working on the Mod API, opened up the core program and realize that it was just a bunch of empty classes that would require a ton more time than they figured. Then 1.4 was held back to compensate.
Meanwhile, Jeb and Dinnerbone get to work on RPG stuff because Dinnerbone really only knows how to work with entities and Jeb is really only good at picking up the slack that Notch created when he would have his brain-farts so infrequently since the beginning of 1.8pre.
Then Notch leaves after delivering terrain so uninspired that he forgot to add roses, snow, and mountains (Really!? How can some people think current gen is better than 1.7.3 when it didn't even launch with ROSES and SNOW!?), Jeb takes up the torch of the entire game, makes beaches and X-hills their own biomes because he has no idea what mess of cobwebs Notch put up, and here we are with vertical beaches, endless biomes of flat terrain, and mountains that are so forced that even their heights are the same...
And some people still think 1.8 and up is better than 1.7.3? The development process alone is horrible enough to be deal-breaker.
Quote from xBella »Gah. I honestly can't stand the 1.3.2 terrain generation at all anymore. If I play singleplayer, it's always with my 1.7.3 .jar because it's just an eyesore to look at the current terrain generation. The terrain of 1.7.3 makes it seem like a whole new game. Honestly, I love jungles and swamps but I would trade it and NPC villages for the 1.7.3 terrain. That doesn't mean I want Jeb to just re-add 1.7.3 terrain and dump jungles and swamps, I just want him to improve it.What happened to the savannahs? It bugs me so much to see a desert next to a jungle. I don't even know why they removed the temperature system. I miss the beaches and the gravel beaches that were everywhere. Beach houses were possible back then. If you wanted a proper beach house now, you'd have to have a tiny 2x2 house just to fit it in the beach. It also annoys me a lot when people tell me to use Large Biomes if I want better beaches. Why should I have to use Large Biomes to enjoy a feature that was once perfect? We don't need the 1.7.3 terrain generator back, we need the current one improved.
Quote from shady_slim »Sweet gods...witches and bats over terrain? Exploring neat new places is what makes this game (for me)
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!
- Mad Cowboy
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- Mista Epic
- The Internet
- Samuel Rowe
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- *Notice: The number of signatures from various posts has grown greatly since I last updated it. Until I can get around to compiling a list of signees following the last on this list I will not update this.*
Show your support outside this thread by putting these in your signature! Copy the text as it appears in either box and paste it into your signature! Also, if you have signatures of your own to contribute, please feel free to do so!
Jan 31, 2012Locklear308 posted a message on Why does the game feel weak? Because it's far too easyHow Minecraft has became to Easy, and the reasons for it. (Compared to Alpha 1.26)Posted in: 1.1 Update Discussion
1.) Caves were less common, meaning you dug your own mines MORE often. It's not minecraft now, it's Cave Explorer Craft. If caves were super rare, you'd dig your own mines, which makes sense, because it is "mine" craft. When is the last time you dug your own mine? Chances are you didn't, or if you are like me, very few.
2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.
3.) Armor damage reduction was based on remaining durability, meaning as your armor took damage and lost durability, it protected you less, requiring more materials to make fresh armor more often, Now a set of iron will last you for several days to weeks. And it doesn't get weaker as it loses durability.
4.) Mobs were in greater numbers, and density, if you think a zombie is weak, your right. But 3 zombies, 2 skeletons and a creeper, in a small cave, that's no so easy anymore.
5.) Food wasn't stack-able, now it is and you can auto heal, actually I like the food bar feature because it makes lots of food a necessity. But I will not say it makes it harder, it does make it easier. Food should NOT be stack-able.
Differences from Beta
1.) Beds had to be inside a secure house, you couldn't just stick one outside. Now you can just kill the mobs around, and sleep outside, ridiculous. It was once about building a shelter and surviving, but now you can sleep out side? Ruins the flow and feel of the game. Makes the "threat" from the outside world feel like a joke.
2.) It used to be the mine-craft thing, that you'd walk outside and get blown up by a creeper. So we made defenses against it. Now it's pointless, because that never happens but very rarely now.
3.) Certain blocks took longer to mine, Obsidian, Redstone ore, Bricks, Stone Bricks, this made them "feel" more durable. Now everything mines a bit faster, which makes the game go along too quickly.
My alpha world, that I still have. If I travel back to my first home and walk around, there were like zero caves near by. I dug my first mine in the back of my small home, slowly but surely till I found a cave, explored it, and began to mine more on my own.
What was the first thing you liked about the game? When I first played, it was "whoa you can build stuff? Sweet!"
When night time came along... it was "Holy **** what is that!"
I feared mobs and the darkness up until 1.8. That's when it all started going down hill and becoming easy.
Come on people, the creeper, we used to fear the green dude! Walk outside, BOOM. Now? Mobs are considered a joke, "oh look some mobs, kill em"
The game used to be dangerous as hell, armor was weaker and grew weaker as it took damage, it was unforgiving. But that key fact is what made the game feel good. It felt good to have a gold fireplace, since it was extremely difficult to find gold and to make it out alive.
I'm currently playing alpha 1.26 to discover any more differences I may Not remember.
So yeah, minecraft isn't as good as it used to be, all those threads most of you hate.
They are right.
There is no reason for the game not to be very difficult. Notch originally wanted the game to be difficult.
Which is very important for a game like minecraft, where you work and survive to get materials.
Oct 29, 2011*Do note that this would only apply to blocks & mobs, not items in your inventory.Posted in: Suggestions
To give the game more "life", I think that certain blocks and mobs should be able to exist in different colors, just like grass and leaves do. The color would be chosen at random from a color palette, sort of like the biome palette grass and leaves use. Here is an example using pigs and mushrooms (scratch the white mushroom):
Animal breeding could work like this: two points get placed on the color palette; one for the father, another for the mother. The child mob would be a random color found on the line between the two points. Selective breeding ftw.
If you want to support this, make sure to:
I've also created some support banners for signatures (read spoiler):
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Here is the IMG code:
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Oct 29, 2011Posted in: SuggestionsThe Planning Table
What every Study room needs!
The model isn't the final thing. I won't update a new one but just to note, there are only 3 papers placed on the board, the black stuff is a book and it should have an ink bowl and a feather but I don't know how to model them.
The Planners Table is made out of three separate parts. The body, the board and the writing set.
The Writing Set-
I am dreadfully sorry that you had to see the brutal massacre of artistic beauty but I don't know how to show you the crafting. My artwork (I don't even think it is considered "art") hath butchered the beauty of Minecraft, I am sorry.
For the sake of not damaging anybody's brain further (Imagine the hospital bills from those three pictures alone.. *shudders*) I shall leave your imagination to see the outcome when these three are crafted together.. Or you can look at the model at the top of the page though it is slightly inaccurate. In both cases, you guys can make bird droppings look good compared to any of my amateur attempts.
Horrible art aside I shall discuss more about my idea in text, my more preferred form of explaining.
The Planners Table occupies a 2x1x2 in Length, Width and Height. If it helps think of its shape as two large chests stacked on top of each other.
Now, the Planners table is for those who has nothing to do when he has an epic house, a superultramegarific house, or a house that is better than mine. The table has several uses. Firstly, it has a map placer where you can place a map there. When you place another the current map pops out like a record from a jukebox. The second feature are reminders. Those are the three papers on the wall. You can select each of them and write as much as you can write in a sign. Useful for reminding yourself when you are checking your map and then looking up and saying "Oh yeah! I gotta craft a map! Imaginary maps go only so far.". The final addition is a book. It contains 10 pages with a lot of space. You can even draw on it.
There are other special uses too. With the map in place there you can draw on the map while it is placed. You can forge maps if you are skilled or name important locations. Or you can invent some pseudo code only other people in your undercover organization of trained cubes can read.
You can enchant the map by placing either Redstone, Glowstone or even those new stuff I haven't seen nor touched with me own square hands and eyes. Meh, whatever. For now I will use the two dusts and nobody will be able to stop me.
Redstone would make the map automatically update. If anything new happens the map would automatically update on it. Glowstone adds dots to the map that symbolize moving targets. Purple for players and red for anything not a player. You can place the two at once making it a good sort of "Satellite Monitoring" device you can use to check for nearby players without leaving the safety of your home.
When equipped with an Ender Pearl and clicking a part of the map you will select a pixel (It will color light green) and if you right click you will be sent there. Good travel use too.
Now you can have a functioning and useful thing to do while you wait the night out. Or if you're a town leader or some important person of the town, you can use this to make guard of the townspeople, check if anybody's missing, newcomers, mobs, animals, and seeing the progress of the town with ease.
Another use if for war. Strategy is important and a command center is very important. Place on your reminders the commands and assaults you will do, the map to monitor for enemy movement and base movement and the environment to give you an advantage and the book to write down your entire bases' defenses and your strategies. Be careful of infiltrators!
And if added with lots of other stuff out there in the suggestions forum like horses, defenses and stuff, Minecraft would feel like one of those games where everything is square and you can be free to do with what you want (Like Minecraft and only Minecraft!) but better and with more stuff.
Approved Fan Ideas
Quote from invisifly2
Perhaps you could make a block that would prevent them from teleporting within a certain distance of that block? You could bury these along the land to hide them and create a vast area nobody could teleport into. Of course this wouldn't affect spawns/nether/aether portals or prevent people from teleporting OUT of an area, as well as player commands (mods still need to moderate? amirite?)
Color coding players on dots (by invisifly2)
SUPPORTThanks for reading. And if you want to criticize my idea I have this format set up.
[quote][b]Criticism[/b] [b]The Idea (Comment on it):[/b] [b]The Thread Format:[/b] [b]The pictures and descriptions:[/b][/quote]
You can use it if you like, I would like it if you would. Its OK for normal replies too y'know.
No polls, you can support this by:
Bumping. The Subtle and with purpose kind for examples:
-"Well I still think it is a great idea."
-"Exited this thread. I had nightmares about it. BEST IDEA!"
-"Not meaning to sound like a kid but... CAN I HAZ MOAR?"
Be mature and keep this post alive. NEVER use "Bump" to bump this. thread.
Use the Planner Table Signature! If you do this, more people will come to this thread and it shall live on!
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Sep 18, 2011Posted in: SuggestionsWelcome to the great
Okey, let's get straight to the point of this topic and why it's needed...
Me (Majataka) and my friend (Kajter) has came up with a suggestion today to make chairs sitable. So far we have been making "fantasy" chairs by using a "Stair" and a "Sign" on the sides of the "xxxxx Stair" so it looked like chair and a sofa.
While playing MP on my server and roleplaying a bit, we were eating by the "Table" I made by using a single "Fence Pole" and a "Wooden Pressure Plate" on top of the "Fance". So while eating at the morning and the nights we were "Crouching" right infront of the "Stair" so it looked like we were sitting. But the crouching animation isn't still what we all possibly want. After some day and nights in MC I came up with an idea to make this suggestion. Then Kajter supported me with it and gave me the from chair to sofa suggestion.
How will it work?
It's simple. You craft a chair like this
and get 1 "Chair" Block. Then later you place it where ever you want. When you right click the "Chair" your character will sit on it with the same sitting animation that is used on the "Boat"when you are in it.
Suggested by other posters:
- The health would slowly regenerate when sitting
- The food meter would deploy slower
- The time would go 2 times faster (?)
How do you make the sofa now?
You can turn the chair into a 2 block sofa by placing another chair to the other chair. So basically its like expanding the small chest, you just place the other chest next to it.
Should the sofa/chair color be changeable?
Yes. You just change the wool color in the crafting grid. If you want a white sofa, use normal white wool, If you want a brown one like I used in the model use brown wool.
How should the chair and the sofa look like in game?
I made a model in Google Sketch up with the default brown wool texture on it so show you how it should look like.
Second Updated Version by mixing Florgensteins and Mister Person's ideas. The "handles" are made out of wood, rest is still covered in wool.
Here is a model made by Florgenstein, In this case the player would craft the chair with green wool. No idea how Florgenstein made them but good work. Thumbs up to that man.
Here is another model made by Mister_Person
NEW!: Thrones (Same act like chairs and the sofa)
How do they look like? Well, I made a model of what people have suggested
As you can see, The throne is made out of gold and got red "puffs" made out of wool.
Can we change the wool color like on the chairs? Yes, the same way as you do it on the chairs, you just change the color of the wool in the crafting grid. If you want red "Puffs" (Like in the pic) you can use red wool and so on
Can we make a diamond throne? Yes, the same way as you make the gold one but you just change the gold blocks and gold ingot with diamond and diamond blocks
How should we craft them? Like this...
How big should the throne be? Well, in my opinion it should be 1x2x1 blocks. Wide*height*lengt like you can see on the picture.
OMG! YOUR SUGGESTION IS EPIC. I WANT TO SPREAD THE WORD ABOUT IT BUT HOW?
You can support my suggestion by putting this line
[b]Support his suggestion guys :biggrin.gif:[/b] [url="http://www.minecraftforum.net/topic/641646-majatakas-sit-able-chair-and-sofa-suggestion/"][IMG]http://i941.photobucket.com/albums/ad253/Majataka/SupportMeSig.png[/IMG][/url]
(It will look like this)
into your "Signature" (You can acces that page by clicking this) line.
New support banner by Starport592
It will look like this
Let's make our lovely Minecraft creators to see this lovely suggestion so we can lovely sit and make roleplaying cooler.
Oct 29, 2011Posted in: Survival ModeQuote from Inde97
And the fun there is in what? We've already gone way off topic, but I still don't believe that is legit. It is a way to use the mechanics to your advantage of course, but sitting in a minecart and hitting every mob you pass in that room, is surely not the way you were intended to get xp. On another point, enchanting is meant to be rewarding on an as-you-play basis. It wasn't meant for you to get to level 10 and then get the highest gear in the game at the beginning.
Once again... it is MINECRAFT not ADVENTURE QUEST. Notch never wanted the rpg elements but Jens pushed until he got his way. I think 90% of the adventure update so far has been a complete derail of the entire game and I'm not the only person from the alpha days who feels this way. And if they really wanted to make fighting mobs worthwhile, grinding them manually is definitely not the way. Fix the goddamn pathfinding and simplistic ways mobs react to the player and maybe it'll be more exciting. For instance, mobs always strafe to the players left (ie skeletons shoot and strafe to their right, creepers run rightwards as they are about to explode). That alone makes them amazingly predictable and not a real threat by any means. And tweaking an armor value onto mobs like they have been doing is just not helping matters any. Giving a zombie extra defense (and no it's not extra health, they still have 10 hearts) does not make them any more dangerous since all they do is walk at you.
Now before I derail as much as this game has, let me cut to the point. Minecraft has turned into a shitty platformer rather than the ingenious sandbox game it once was. Give us more things that can be manipulated with redstone, more variation in blocks to make pixel art look less preschool (and for the love of god, make wool a single texture and recolor it in the code), more mobs and let us have our creativity back including complicated mob traps instead of these boring 34x34 dark traps everyone is building for xp farms to bypass the boring ass mechanics of playing the game by Jens rules.
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