Great predictions! But im not so sure about Jeb making emerald ore a little bit more common, I think he said he will keep it as it is. Enchanted items in the creative menu would be epic, but I think its gonna have to go a bit more complex than that, maybe a command for enchanting?
I also think they will add a new option to adventure mode. You're not allowed to break any blocks right now, maybe they'll add an option when you create a world to allow you to mine and place blocks of your choice. Would be great for adventure maps, allowing you to break only some blocks. That would be incredibly hard and tedious to code.
I think Ghasts will also be able to travel through nether portals. About as often as zombie pigmen do. Since when do zombie pigmen go through portals?
Emerald Ore will be a little more common. NOPE.
Probably enchanted items in the creative mode menu. Again, hard and tedious to code.
I know these are what YOU think is going to come, but seriously...
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Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
I know these are what YOU think is going to come, but seriously...
Oh well clearly you must have vast coding experience to suggest that it would be hard and tedious to code right?
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"Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover." §7- Mark Twain
No, but somebody suggested stairs for all colors of wood and Jeb said it would be too hard to code. I just went from there.
Where did he say that? Because I recall him simply saying he didn't plan on adding them. He made slabs for all the wood types... how would stairs be significantly harder?
I'm just saying, yeah to us these things are hard to code. But if they can make naturally generating temples, pyramids, AI, trading, etc I highly doubt implementing an enchantment menu in creative would be difficult in comparison. Might take a little while but it would likely be simple for them.
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"Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover." §7- Mark Twain
didnt he say something about new stairs? idk...... anyway yes pigmen can spawn near portals now, its in 12w22a, and on topic, good predictions, but i dont want ghasts spawning in my house XD
Where did he say that? Because I recall him simply saying he didn't plan on adding them. He made slabs for all the wood types... how would stairs be significantly harder?
I'm just saying, yeah to us these things are hard to code. But if they can make naturally generating temples, pyramids, AI, trading, etc I highly doubt implementing an enchantment menu in creative would be difficult in comparison. Might take a little while but it would likely be simple for them.
Well, maybe I misread the tweet. I don't know, it was awhile ago.
And fine, I'll be honest, I have no idea how hard it is to code, I just assumed. I mean, for the adventure mode prediction, they would have to put an option for every breakable block.
And for the enchanting/creative thing, I was thinking it would have a slot for every enchantment combination for every tool type. But this made me think of a better idea.
What if you put in the tool you wanted to enchant, then clicked on the buttons that listed the enchants that you wanted?
Kind of hard to explain, maybe I could draw something up...
Edit: Here is a perfectly drawn example of what I was thinking of.
Basically, you put the tool you want to enchant on the left, then you click the enchantments that you want on the right.
If you actually did two minutes of reasearch, you'll see Zombie Pigmen can now travel through portals.
Really? Where would I do my research?
Edit: It didn't say this on the changelog, so I had no idea there was such a thing. Just tested it in my Minecraft for about 5 minutes and had no results, either.
Edit: It didn't say this on the changelog, so I had no idea there was such a thing. Just tested it in my Minecraft for about 5 minutes and had no results, either.
So check the wiki. It had everything that was changed.
Well, maybe I misread the tweet. I don't know, it was awhile ago.
And fine, I'll be honest, I have no idea how hard it is to code, I just assumed. I mean, for the adventure mode prediction, they would have to put an option for every breakable block.
And for the enchanting/creative thing, I was thinking it would have a slot for every enchantment combination for every tool type. But this made me think of a better idea.
What if you put in the tool you wanted to enchant, then clicked on the buttons that listed the enchants that you wanted?
Kind of hard to explain, maybe I could draw something up...
Edit: Here is a perfectly drawn example of what I was thinking of.
Basically, you put the tool you want to enchant on the left, then you click the enchantments that you want on the right.
Where did he say that? Because I recall him simply saying he didn't plan on adding them. He made slabs for all the wood types... how would stairs be significantly harder?
I'm just saying, yeah to us these things are hard to code. But if they can make naturally generating temples, pyramids, AI, trading, etc I highly doubt implementing an enchantment menu in creative would be difficult in comparison. Might take a little while but it would likely be simple for them.
Making different slab types is a lot harder then adding a new label in stairs. You can pretty much add as many types of fences, pressure plates, stairs etc. as you want.
Basically the difference is that StairSingle is a block, and each new slab is each a metadata. For stairs and things, they are just blocks morphed into etc. and it's tagged to the name.
Eg. FenceBirch, FencePine
The slabs are just one block: StairSingle
Too bad that when I add glass stairs the transparency goes funky and I see through the ground.
Edit: I checked if zombie pigmen teleport when standing in portal, they don't. Oh, and forgot to mention, you can just make a StairSingle2 and change the property to wood for the wood slabs, so I was lying when I said it was difficult, just more of a pain.
Making different slab types is a lot harder then adding a new label in stairs. You can pretty much add as many types of fences, pressure plates, stairs etc. as you want.
Basically the difference is that StairSingle is a block, and each new slab is each a metadata. For stairs and things, they are just blocks morphed into etc. and it's tagged to the name.
Eg. FenceBirch, FencePine
The slabs are just one block: StairSingle
Too bad that when I add glass stairs the transparency goes funky and I see through the ground.
Edit: I checked if zombie pigmen teleport when standing in portal, they don't. Oh, and forgot to mention, you can just make a StairSingle2 and change the property to wood for the wood slabs, so I was lying when I said it was difficult, just more of a pain.
Wow, I didn't know that. Thank you! I see why he didn't add them.
In a future update Id really REALLY love Jeb if he implemented the unused Endermen sounds. Hopefully in the next snapshot (won't happen probably)
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"Twenty years from now you will be more disappointed by the things that you didn't do than by the ones you did do. So throw off the bowlines. Sail away from the safe harbor. Catch the trade winds in your sails. Explore. Dream. Discover." §7- Mark Twain
If you actually did two minutes of reasearch, you'll see Zombie Pigmen can now travel through portals.
That's nowhere in the snapshot notes, and it's not on anyone's Twitter...
Pretty sure we would have heard about this, it's been almost 24 hours since the snapshot went live.
EDIT: According to the above poster, EvilSeph said so.
Was he also the one who said something about cauldrons getting filled by rain?
That's nowhere in the snapshot notes, and it's not on anyone's Twitter...
Pretty sure we would have heard about this, it's been almost 24 hours since the snapshot went live.
EDIT: According to the above poster, EvilSeph said so.
Was he also the one who said something about cauldrons getting filled by rain?
Yes. It's also pretty slow though. But let's not get off topic.
Though, emerald ore won't be any more common, jeb says he likes it rare, as a nice find...
I know these are what YOU think is going to come, but seriously...
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
No, but somebody suggested stairs for all colors of wood and Jeb said it would be too hard to code. I just went from there.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
I'm just saying, yeah to us these things are hard to code. But if they can make naturally generating temples, pyramids, AI, trading, etc I highly doubt implementing an enchantment menu in creative would be difficult in comparison. Might take a little while but it would likely be simple for them.
Well, maybe I misread the tweet. I don't know, it was awhile ago.
And fine, I'll be honest, I have no idea how hard it is to code, I just assumed. I mean, for the adventure mode prediction, they would have to put an option for every breakable block.
And for the enchanting/creative thing, I was thinking it would have a slot for every enchantment combination for every tool type. But this made me think of a better idea.
What if you put in the tool you wanted to enchant, then clicked on the buttons that listed the enchants that you wanted?
Kind of hard to explain, maybe I could draw something up...
Edit: Here is a perfectly drawn example of what I was thinking of.
Basically, you put the tool you want to enchant on the left, then you click the enchantments that you want on the right.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
Really? Where would I do my research?
Edit: It didn't say this on the changelog, so I had no idea there was such a thing. Just tested it in my Minecraft for about 5 minutes and had no results, either.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
That would work fine.
Ah yes. Well, sorry about all of that.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
Basically the difference is that StairSingle is a block, and each new slab is each a metadata. For stairs and things, they are just blocks morphed into etc. and it's tagged to the name.
Eg. FenceBirch, FencePine
The slabs are just one block: StairSingle
Too bad that when I add glass stairs the transparency goes funky and I see through the ground.
Edit: I checked if zombie pigmen teleport when standing in portal, they don't. Oh, and forgot to mention, you can just make a StairSingle2 and change the property to wood for the wood slabs, so I was lying when I said it was difficult, just more of a pain.
In a future update Id really REALLY love Jeb if he implemented the unused Endermen sounds. Hopefully in the next snapshot (won't happen probably)
That way, you could help villages grow through other means than doing everything yourself.
Like the more you protect and trade with them, the larger number of villagers will survive and the survivors with make the village larger.
Edit: I also think food supply should play a role in the number of villagers
That's nowhere in the snapshot notes, and it's not on anyone's Twitter...
Pretty sure we would have heard about this, it's been almost 24 hours since the snapshot went live.
EDIT: According to the above poster, EvilSeph said so.
Was he also the one who said something about cauldrons getting filled by rain?
Though, emerald ore won't be any more common, jeb says he likes it rare, as a nice find...