• 0

    posted a message on Quicksand.
    I imagine it would act as a fluid that spreads only one block each direction. The despawn of the flowing quick sand would be very long, longer than lava.
    Posted in: Suggestions
  • 12

    posted a message on Ender totem
    Get Satisfaction post : http://gsfn.us/t/2fopq


    I was reading through a thread that was complaining about how endermen can destroy stuff, and people don't want to have them pick up blocks. Other people flamed back about how the added challenge is good, just build a mote, and the complainers didn't like how motes look. . . blah blah blah. . .

    Guess what? they were all right! and all very wrong. . .

    Someone mentioned the idea to craft something with ender pearls, that would help, but nothing came of the comment.

    SO!

    Let us craft: "Ender totem"

    :: :Diamond: ::
    :: :wood: ::
    :: :wood: ::

    (diamond is a pearl)
    (perhaps stone version as well?)

    This placeable object will cause all endermen within 16 blocks to telleport outside that area. And will prevent them from spawning in that area.

    This is the best solution, since it fits with the nature of the game (crafting) it gives us a crafting use for ender pearls, and the totem can be hidden underground so that your enderman repelant isn't obtrusive like a mote can be.

    To protect a large area you will need lots of them, so you will need to kill lots of endermen. This means it isn't OP.

    They would basically look like a ender pearl on top of a single fence post. You could put them on top of fence posts to make them taller. I would suggest that they take up two vertical blocks, but look like 1.5.


    EDIT:
    As it has come up, I will add: Endermen need a combat buff, more HP, better attack/throwing blocks. Endermen are weak as can be, and while they are incredibly annoying when you don't even see them, there massive list of vulnerabilities would be compounded by the Ender tortem. So were this item to be added (or even if it is not) Endermen must be far more powerful mobs.

    Furthermore the new nerf placed on block picking abilities is ridiculous, this does not really fix the problem, since people still build dirt houses, and now we have lost a great portion of a fun game element. Give the endermen back there power, make them tougher, and let use craft our own protection.
    Posted in: Suggestions
  • 0

    posted a message on [myth busted] Enderman can pick up ANY block
    I have to say the concept of keeping them away with ender pearls is the only intelegent thing said in this thread. Let us craft: "Ender totem"

    :: :Diamond: ::
    :: :wood: ::
    :: :wood: ::

    (diamond is a pearl)
    This place-able object will cause all endermen within 16 blocks to telleport outside that area. And will prevent them from spawning in that area.

    This is the best solution, since it fits with the nature of the game (crafting) it gives us a crafting use for ender pearls, and the totem can be hidden underground so that your enderman repelant isn't obtrusive like a mote can be.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Spellbooks - a novel approach
    You throw the book??? That seems a little wasteful.

    How about they have X number of charges, and the longer they sit on the shelf the more they have. If they run out they revert to normal books.

    And instead of throwing the book, you cast a spell.
    Posted in: Suggestions
  • 0

    posted a message on blocking sword
    Yes, it is blocking. This is a feature, not a bug.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Campfire (possibly a new item?)
    I like it. it would burn for a long time, and be destroyed when it is done.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Are mineshafts large enough to be considered an underground biome?
    They tend to be as massive as caves, though they are not caves, since they are generated by different code. While neither is actual a biome, in the code or in reality, however semantically I would call caves and mine shafts the two underground biomes. You can't call them terrain features like canyons and villages, they are simply to vast in scale. Just as mountains, which we have always had, are now much larger as proper biomes.

    I like that they are so large, they are a nice contrast to caves, while remaining underground.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Are you really getting lag?
    I have a worthless piece of **** computer, I normally get 30 or so FPS with tiny, sometimes even small. Now I am lucky to get over 5 FPS on tiny. I truly hope that this fixable, because I already payed $222 for the game, I don't want to drop another $70+ on a graphics card just to play it.
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on Another griefer control suggestion
    Certainly the ability to disable fire/TNT would be great.

    But how would one grief that much with lava? You have to: craft a bucket, find lava, grab it, dump it somewhere. And it is pretty easy to stop lava with water.

    I guess give the option, but any of the things that could be disabled should toggle independently. And include water, you can drown miners and wipe out lighting (lets monsters spawn!) easy with it.


    Another option is that players can "own" plots of land (inverse of the OP) and if they want to be grief free they build on there plot, anyone else (that isn't an OP) would not be able to place/destroy anything within its area. Open areas are fair game, so if you want your work to be safe get an OP to protect it. Or perhaps the ability to let players "claim" up to 9 chunks when they join, they can get more from an OP, or an OP can take them away from those not using them/banished/don't want em.

    BTW I would implement it by allocating chunks to a certain player, that way you get everything from bedrock to sky, in nice uniform. . . chunks. . .
    Posted in: Suggestions
  • 0

    posted a message on Spikes!
    I don't think that's confirmation. . .

    At all. . .

    But I do like the idea of a block with one deadly surface
    Posted in: Suggestions
  • 0

    posted a message on Another griefer control suggestion
    How about an inverse VTK?

    Instead of the OP letting you out of the cage make it so other players have to okay you. Perhaps if 10% of online players say your cool then you get unlocked.

    No OP needed, but jerk players can't kick someone just to be idiots.
    Posted in: Suggestions
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