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    posted a message on Adding Bamboo to Minecraft
    Bamboo is a great idea. I definitely support this.

    Bamboo groves would be pretty cool. Tall like spruce trees but perhaps you can walk through the blocks like reeds.

    I think bamboo should drop bamboo poles, which can be used to create bamboo spears (a weapon).

    The scaffolding is an awesome idea as well. To keep it unique from ladders, maybe have scaffolding be a block with a solid hit-box, which can be climbed and also stood on top of. So you can stack up blocks of this like a ladder (except it doesn't have to attach to a wall, you can just place them like any normal block) and also stand on top of it.
    Posted in: Suggestions
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    posted a message on Simple Feather Solution - Chickens drop more Feathers
    Quote from ChadGarion25

    Regardless of what you or I think, there has been a crap ton of clone posts about acquiring feathers. And while mass topic cloning isn't always an indication that something is broken or needs to be added, if it needs to be fixed, this is the way to fix it.

    Also, mining flint is annoying as hell. Having to create chutes to build up a gravel tower then wear down shovels trying to randomly get flint pisses me off. And when I'm not looking for flint and just gravel for building, having it randomly turn into flint is still counter productive. Flint should just be craftable from gravel. You put one gravel block in the crafting grid, you get back 4 or 8 flint. No coin tosses, no mining gimmicks.

    I've noticed the lack of feathers as well, mostly due to animals not respawning now. At first it was annoying when I started a new game, but then I went online and read about how to breed animals. I really think that the posts you're talking about are mostly people who haven't tried breeding yet. And I'm concerned that bumping up the feather drops too much will basically remove the point of breeding chickens.

    I've never gone out of my way to get gravel and I'm still chucking it in the lava every chance I get. If anything there is too much of it in the game.

    Why would you want to build with gravel? It's a poor building material both for the gravity issue and the explosion resistance, and it's not very pretty to look at either.
    Posted in: Suggestions
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    posted a message on Petition for Pumpkin Pie!
    Add my name to the petition. I am in favor of tons more variety in food types. I never really understand the posts that say things like "sounds pointless". Hello, the game doesn't have an objective, everything about the game is essentially useless. Anything that adds variety without damaging other gameplay elements should be added. It takes very little effort to add new recipes and a new graphic icon for the result, so suggesting it's a waste of time is not really valid either.

    I'd also suggest apple pie and chocolate milk (cocoa beans + milk + glass bottle). I'd also love to see the addition of other vegetable plants for increased farming variety, but I'm getting way off topic now.
    Posted in: Suggestions
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    posted a message on Simple Feather Solution - Chickens drop more Feathers
    I dunno... With proper farming techniques, animal populations increase very rapidly. A stack of 64 wheat will get you 32 chicks, so you kill half the adult chickens afterward to maintain population, which nets you 32 raw chickens and on average 32 feathers (which makes 128 arrows).

    I also don't think flint is that scarce. A typical cavern run for me usually gets me at least 1 full stack of 64. Gravel is everywhere underground.
    Posted in: Suggestions
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    posted a message on My suggestion for improving Strongholds
    Every single time I've found a stronghold, it is pretty much destroyed by criss-crossing caves and ravines. The same happens to abandoned mines all the time. I suggest simply reversing the generation order for caves and strongholds. Strongholds would work a lot better if the map would generate them after generating caves and ravines. This way they would retain their shape (this would have the side effect that strongholds passing through large caverns or ravines would, if viewed from in the cave, show tube-like structures of stone bricks that contain the strongholds, but I still think that's better than what we have now). An even better option, although much more challenging in terms of programming, would be for cave and stronghold generation to interact, such that stronghold passages and cave passages actually avoid intersection, except in rare randomly determined circumstances where there might be some kind of gated exit to a cave.

    Also, it would be pretty cool if strongholds would sometimes generate more extensive surface structures, maybe a ruined fortress or something. Generating this would help to make sure that the exit from the underground labyrinth is not accidentally buried by the terrain at chunk generation.

    Likewise, you can solve the problem with floating abandoned mines cutting through caves by simply having any current mineshaft generation terminate upon attempting to overwrite a block containing air. Generate mineshafts after caves but before strongholds.
    Posted in: Suggestions
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    posted a message on Better Aesthetics (Generation-wise)
    I actually just posted about this, but yeah. Although I would add, swamp and desert don't really go well together either.
    Posted in: Suggestions
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    posted a message on Farming Clay
    I think, especially with the new increased biome size, that the problem is best solved just by increasing the ratio of clay:dirt that is in the swamp biomes. Maybe make the majority of ground blocks in those biomes clay, and have it run 4-6 blocks deep.

    And I do still think it is not really sufficient right now... If you look at a lot of cities with older downtown districts (typically pre-1900) almost everything is made out of brick. There should be enough clay that you can do this in Minecraft as well.
    Posted in: Suggestions
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    posted a message on adjacent biome restrictions
    It doesn't make sense to have snow-covered tundra right up against rainforest. I propose the following rules for biome generation:

    1. Desert can only generate next to Ocean, Grassland, and Mountain biomes.
    2. Rainforest can only generate next to Ocean, Grassland, Mountain, and Forest biomes.
    3. Tundra can only generate next to Ocean, Grassland, Mountain, and Forest biomes.

    I know Antarctica is a desert, but it doesn't have cactus like the Minecraft variety, which is obviously meant to be a hot-climate desert.
    Posted in: Suggestions
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    posted a message on [1.0.0]Robinton's Mods
    I'm trying to figure out how to get everything set up right... there are links to other threads in the OP, and then those threads also have links to other threads, some of which are no longer to the current threads (and on that subject, there are some links in the OP that no longer work... the OP is in dire need of editing). Basically, I have been fooling around in Minecraft and constantly abandoning worlds because they're not running in CC, but not using CC because it's never updated fast enough to keep up with how fast MC is updated. I think I'm just going to have to always use an obsolete version of Minecraft. I want to be able to make one last Minecraft map that I will play forever. Something I can create massive projects in. So I think the procedure is this:

    1. Download MCNostalgia from: http://www.minecraftforum.net/topic/800346-tool-mcnostalgia-210-now-works-with-123-fixed-downgrading-to-10/ (the link in Minecrak's thread is out of date). Run this and change to version 1.0.0

    2. Download the Modloader for 1.0.0 (not sure where to find older versions of Modloader but Google can probably find it).

    3. Download CC for 1.0.0 and install it with Modloader.

    4. When CC is updated, let MC update to current build and then use MCNostalgia to go back to whatever version CC is updated to (CC has never been current AFAIK so I'll probably have to do this).

    5. Download Modloader for that version of MC.

    6. Download new CC and install.

    7. repeat steps 4-6 as necessary.

    Am I missing anything?
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    go to what thread?
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Since this mod is compatible with 1.0.0, do we have to use Modloader for 1.0.0? Also, how do I downgrade my version of Minecraft to 1.0.0?
    Posted in: Minecraft Mods
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    posted a message on Confine caves to "Karst" biome
    The novelty of finding caves wore off a long time ago. They're everywhere in the game now. You usually only have to walk a short distance from the starting point. Also, it's likely that the first cave you find is the only one you ever need to find. With the addition of ravines, if you explore every branch within the cave (including digging out dirt and gravel filled tunnels) tunnels tend to branch just slightly more often than they terminate. If you want to go cave exploring, you never need to find a brand new cave.

    At first I was going to suggest just making them much less common, but a more interesting solution would be to mirror reality, and have caves confined to specific areas. Real caves form where large masses of soluble rock like limestone and marble are present. Although Minecraft doesn't differentiate different types of rock, this effect can be simulated by making a biome specifically for caves (and with the huge biomes in the current version, you can still get some pretty extensive caves).

    A karst biome surface would be mostly grass-covered with a few scattered trees. The landscape would be low hills that are jagged in places, with cliffs and sharp pointy spires (as influenced by some of the biggest karst areas in east Asia). And of course there would be cave openings.

    This would really help separate the concepts of mining in caves and having to just mine the rock. Finding an area with caves would be great if you want faster access to ores. On the other hand, non-karst biomes would be better suited for regular mining to get stone blocks and not have to worry as much about opening caves while mining. I guess there should probably still be patches of dirt and gravel in non-karst biomes, but no open air passages.
    Posted in: Suggestions
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    posted a message on Make Golden Apples more useul?
    I suggest that Golden Apples add a new heart to the health bar. That would make them truly worth the materials. At their cost (and even if you were to use ingots instead of blocks), they aren't worth anything less than a permanent bonus.
    Posted in: Suggestions
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    posted a message on Content Contest - Star Wars Edition
    Would be pretty cool if someone built the Death Star, TO SCALE. Using Cubic Chunks mod to get rid of the height limit, of course.
    Posted in: Minecraft News
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    posted a message on [1.0.0]Robinton's Mods
    Question (as I will wait to install the 1.8.1 when it is working fully): The vanilla version of 1.8.1 introduced the concept that mountains are in their own biome now, leaving other biomes like desert and grassland relatively level and low-elevation. Does the new 1.8.1 CC keep this as true?
    Posted in: Minecraft Mods
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