Same thing i was thinking of but your name is silly. It would simply be lodestone. Notch talked about having floating islands fall when the map rendered them. 'Gravinium' or lodestones would allow players to still have floating islands.
I don't know about the ore, but lodestones themselves should be able to lift 26 blocks (effectively surrounded) about half way up into the air. They could lift higher when placed directly next to each other and once it was that high you could use more to make a larger island. I'd say if you had dirt or stone when you set it down it would probably lift the 9 under the lodestone and the 8 beside it right away. So it would take you for a nice ride.
Possibly you could have a left click option when it was in a equipment slot to double jump or levitate.
Agreed. Name and appearance should be changed (the colour green hasn't really been used yet) but aside from that the idea is sound.
i'd probably use a dark Greenish stone with dark purple spots. looking similar to i assume since it's no longer in the game, but add more purple to it.
but i love this idea. at first i was like... "lol, no i love the idea of severing the base off a large mountain. essentially flipping it upside down, and leave it floating to build a castle on top." then i was like "but wait, i've seen some HUGE upside down triangle mounatins before and it's be awesome to make a TNT chain to the base and stand back and watch it crumble :biggrin.gif:, but if i wanted to keep it floating use gravanium
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"The more people i kill, the better the chance i have of getting the right one." -Goblin Assassin-
i came back with another idea for this concept. making Magnet Blocks combining this "Gravanium and iron" then when wearing iron boots allows you to walk on walls or ceiling made of Magnet Blocks. i'd love to make a 3D Labrynth maze.
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"The more people i kill, the better the chance i have of getting the right one." -Goblin Assassin-
Great idea, although the push and float pad should be the same thing but it differs from float to push dependent on you put it on a blocks vertical or horizontal surface.
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i'd love to make Gravaniam boots and build a house out of iron and walk around on my walls and cieling like magnets. this would also be ALOT of fun if Spiders are allows to walk on walls and cielings. you could have fights all over your house :tongue.gif:
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"The more people i kill, the better the chance i have of getting the right one." -Goblin Assassin-
I guess I'm one of the few people that really dislikes the idea of unattached blocks falling. It just seems like an unnecessary inconvenience that would make some creative structures difficult if not impossible. Like adding a step to something that is already fun and doable in the game, not to mention a reduction in accessibility – it seems more like the removal of a feature than an addition.
I guess I'm one of the few people that really dislikes the idea of unattached blocks falling. It just seems like an unnecessary inconvenience that would make some creative structures difficult if not impossible. Like adding a step to something that is already fun and doable in the game, not to mention a reduction in accessibility – it seems more like the removal of a feature than an addition.
Generally, I agree with this. I think it's an interesting idea, but I'm having a lot of fun without the restriction.
Proposal: Make it an option. On multiplayer servers, it's up to the admin. On singleplayer, it's up to the individual.
I guess I'm one of the few people that really dislikes the idea of unattached blocks falling. It just seems like an unnecessary inconvenience that would make some creative structures difficult if not impossible. Like adding a step to something that is already fun and doable in the game, not to mention a reduction in accessibility – it seems more like the removal of a feature than an addition.
Generally, I agree with this. I think it's an interesting idea, but I'm having a lot of fun without the restriction.
Proposal: Make it an option. On multiplayer servers, it's up to the admin. On singleplayer, it's up to the individual.
I'd be fine with that.
I think on peaceful or easy it could remove the crashlanding islands for you, and it could be a server setting for multiplayer.
But I'd prefer having to scour through caves and deep mines to earn the right to have a floating citadel safe from any mob.
Thanks for the continued support, people :smile.gif:
Very elaborate postings, Raphfrk. As Mistify said, though, I think that this rather mathematical attempt would just feel unintuitive and hindering. This could be used for a puzzler-like "build certain structures with limited resources and physical rules" game, but not for minecraft. Imagine the average minecraft player as a casual block-remover and builder. They build structures without thinking too much about rules and limitations. If a block happens to do something they don't want it to do (read: fall down), they need to instantly see why this happened and how to prevent the same thing from happening again. Inherent, slowly decreasing, hidden strength values stored in each block do the exact opposite. At least one player would have to invest hours of testing and trial-and-error to get the basic rules behind block gravity, and write a thorough wiki article explaining it to everyone else.
I think we need something much simpler; a mechanic that everyone gets at first glance, which still brings at least a certain sense of physical force into the game.
I'd stick with the "infinite-strength glue" idea: A block will stay in place if at least 1 of the 26 spaces around it is occupied by another block, which is connected to either bedrock or gravinium, either directly or through a chain of other blocks. Each block could have a binary value, "Stable"/"Instable". By default, a newly placed block would be stable (since you can only place blocks directly adjacent to other blocks). Whenever a block is destroyed, it would turn all adjacent blocks to "instable", which would send this signal on to their adjacent blocks, and so on. If this signal hits bedrock or gravinium, all blocks would turn into stable again. If the full body of material has been checked through without finding bedrock / gravinium, they would start falling down.
Something like that. I'm sure there's tons of ways to further optimize it, this was just so you get an idea.
The large structure issue is the main reason I like the idea of having a maximum support distance for gravinium, or whatever ends up being used. It limits the computation so it doesn't get issues with things not being loaded, and it makes the worst-case scenario reasonable.
Of course, very large structures not falling due to size could have interesting implications of its own.
no.
I don't know about the ore, but lodestones themselves should be able to lift 26 blocks (effectively surrounded) about half way up into the air. They could lift higher when placed directly next to each other and once it was that high you could use more to make a larger island. I'd say if you had dirt or stone when you set it down it would probably lift the 9 under the lodestone and the 8 beside it right away. So it would take you for a nice ride.
Possibly you could have a left click option when it was in a equipment slot to double jump or levitate.
i'd probably use a dark Greenish stone with dark purple spots. looking similar to i assume since it's no longer in the game, but add more purple to it.
but i love this idea. at first i was like... "lol, no i love the idea of severing the base off a large mountain. essentially flipping it upside down, and leave it floating to build a castle on top." then i was like "but wait, i've seen some HUGE upside down triangle mounatins before and it's be awesome to make a TNT chain to the base and stand back and watch it crumble :biggrin.gif:, but if i wanted to keep it floating use gravanium
as for its name i like the sound of unobtanium + gravinium = Gravitanium
I bet you're disappointed now.
I love the look of that Gravinium block, and I love the name.
Generally, I agree with this. I think it's an interesting idea, but I'm having a lot of fun without the restriction.
Proposal: Make it an option. On multiplayer servers, it's up to the admin. On singleplayer, it's up to the individual.
I'd be fine with that.
I think on peaceful or easy it could remove the crashlanding islands for you, and it could be a server setting for multiplayer.
But I'd prefer having to scour through caves and deep mines to earn the right to have a floating citadel safe from any mob.
Very elaborate postings, Raphfrk. As Mistify said, though, I think that this rather mathematical attempt would just feel unintuitive and hindering. This could be used for a puzzler-like "build certain structures with limited resources and physical rules" game, but not for minecraft. Imagine the average minecraft player as a casual block-remover and builder. They build structures without thinking too much about rules and limitations. If a block happens to do something they don't want it to do (read: fall down), they need to instantly see why this happened and how to prevent the same thing from happening again. Inherent, slowly decreasing, hidden strength values stored in each block do the exact opposite. At least one player would have to invest hours of testing and trial-and-error to get the basic rules behind block gravity, and write a thorough wiki article explaining it to everyone else.
I think we need something much simpler; a mechanic that everyone gets at first glance, which still brings at least a certain sense of physical force into the game.
I'd stick with the "infinite-strength glue" idea: A block will stay in place if at least 1 of the 26 spaces around it is occupied by another block, which is connected to either bedrock or gravinium, either directly or through a chain of other blocks. Each block could have a binary value, "Stable"/"Instable". By default, a newly placed block would be stable (since you can only place blocks directly adjacent to other blocks). Whenever a block is destroyed, it would turn all adjacent blocks to "instable", which would send this signal on to their adjacent blocks, and so on. If this signal hits bedrock or gravinium, all blocks would turn into stable again. If the full body of material has been checked through without finding bedrock / gravinium, they would start falling down.
Something like that. I'm sure there's tons of ways to further optimize it, this was just so you get an idea.
Of course, very large structures not falling due to size could have interesting implications of its own.