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    posted a message on The Official Achievement Suggestions Thread
    Armored and Dangerous:
    Create every set of armor.

    You're such a tool:
    Create every tool with every possible material.

    What's that?:
    Craft 10 different recipes

    You're a crafty one:
    Craft 30 different recipes

    Craft-astic:
    Craft every possible recipe

    Bullseye:
    Hit a monster with an arrow from at least 20 blocks away

    Taste of their own medicine:
    Kill a Creeper with a TNT explosion

    Hoarder:
    Fill a large chest completely with non-raw materials

    Green Thumb:
    Grow 128 trees

    Wheat do you think?:
    Grow 128 Wheat

    What are you reed-ing?:
    Grow 128 Reed

    Food for thought:
    Eat one of every type of food within a minute

    Where's my GPS?
    Travel a total of 1000 blocks in one day
    Posted in: Suggestions
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    posted a message on Survival Mode Suggestions Thread
    Programming suggestion:
    Allow the game to use more than 1Gb of RAM / more than one CPU core.

    I don't know how hard it would be to code that in, and there should probably be a user-controlled option for how much RAM / CPU the user is willing to let the game use.

    It's slightly frustrating that the game limits itself to 1Gb of RAM out of the 12 I have :SSSS:
    Posted in: Suggestions
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    posted a message on Survival Mode Suggestions Thread
    Quote from 5il3nc3r »

    map- cartographer
    That only works outside of the game, and it doesn't track your position. Also, it's not very helpful underground.
    I do not see why it needs to work in game
    So you can find your way better. Sure we have a compass now, but it always points to your spawn point. If you happen to not have built next to your spawn point, how will you find your way back?
    And it could help you draw out the layout of caves/dungeons. You could add waypoints/POIs that you wanna go back to later or something.


    Tool upgrade- It's called different materials
    The different materials only add durability to the tool (Diamond lasts longer than iron). What I'm saying is make that difference smaller, but instead, add a chance that the block mined will drop double resources. Maybe make it 5% for Iron, 15% for Diamond and 25% for Gold (it doesn't last as long as everything else, but has a higher "Crit" chance).
    Ok but the percents are way off. it should be more like, 20% gold, 15% iron, 5% diamond
    I was thinking of making it MORE likely to have a double drop as you use rarer materials. As such, Diamond would have a better chance than Iron, which would have a better chance than Stone, which would have a better chance than Wood (which wouldn't have a chance at all). Gold is just an exception, as it is fairly rare, but doesn't have much durability. So with this, it could be that Gold has very low durability, which is traded for a very high double chance. Thus my values.
    Wood = 0% of getting double the drop
    Stone = 5% of getting double the drop
    Iron = 10% of getting double the drop
    Diamond = 15% of getting double the drop
    Gold = 25% of getting double the drop


    Obsidian tools- Obsidian= :Diamond:
    You can actually make stuff using Obsidian? I thought it was only for decoration or something. And Obsidian should be > :Diamond: , not =, considering how much "harder" it is to get some.
    I never said you could make stuff with obsidian
    I thought that was what you meant with your "Obsidian = :Diamond:"
    And my suggestion still stands. Make it possible to craft tools/weapons with Obsidian, that would make them almost indestructible (1.5x to 2x Diamond durability)


    Wool -> string- Not really all that necessary
    Except if you don't like to fight mobs. Sheep are easier to come across than spiders, and much less dangerous.
    But AdVeNtUrE
    Different options for different people. Not everyone likes to adventure; just like not everyone like to mine; just like not everyone likes to build stuff. This game is all about allowing the user to do what he wants.

    Gravel recipes- Why? What can you do with gravel anyways
    Well, my example was to allow the user to make Gravel into Cobblestone, since you're more likely to decorate/build using either :cobblestone: or :stone: for aesthetics. I'm sure we could come up with more ideas of what to do with it.
    :gravel: -> :cobblestone: Does not make to much sense
    Well, :gravel: is just much smaller stone, so cooking them together to form slightly bigger stones within a :cobblestone: isn't that much of a stretch.
    Also, that was just a suggestion. Any recipe using Gravel would be welcome, since right now, it has none, and thus, is the most useless material in the game (not counting it being a source of flint)


    Mossy cobble recipe- Mossy cobble isn't really necessary so there is no real reason for a recipe
    Doesn't have to be "necessary". Just has to be available.
    Go find a dungeon
    A dungeon would have at most what? 20-25 of them? Good luck building a Mansion/Castle out of it. Plus, dungeons are hard to come by.
    Maybe just making that if the :mossystone: happens to be placed next to :cobblestone:, the moss would spread after a while? That could work.
    Posted in: Suggestions
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    posted a message on Survival Mode Suggestions Thread
    Quote from DigDug___ »
    Quote from 5il3nc3r »

    -Snip-


    map- cartographer
    That only works outside of the game, and it doesn't track your position. Also, it's not very helpful underground.

    Tool upgrade- It's called different materials
    The different materials only add durability to the tool (Diamond lasts longer than iron). What I'm saying is make that difference smaller, but instead, add a chance that the block mined will drop double resources. Maybe make it 5% for Iron, 15% for Diamond and 25% for Gold (it doesn't last as long as everything else, but has a higher "Crit" chance).

    Obsidian tools- Obsidian= :Diamond:
    You can actually make stuff using Obsidian? I thought it was only for decoration or something. And Obsidian should be > :Diamond: , not =, considering how much "harder" it is to get some.

    Iron and clay- Iron is not really all that rare but you are right about clay
    In my 3 Worlds so far, I've been using Stone tools for the longest time because I can't find Iron. But maybe it's just me being unlucky.

    Wool -> string- Not really all that necessary
    Except if you don't like to fight mobs. Sheep are easier to come across than spiders, and much less dangerous.

    Gravel recipes- Why? What can you do with gravel anyways
    Well, my example was to allow the user to make Gravel into Cobblestone, since you're more likely to decorate/build using either :cobblestone: or :stone: for aesthetics. I'm sure we could come up with more ideas of what to do with it.

    Mossy cobble recipe- Mossy cobble isn't really necessary so there is no real reason for a recipe
    Doesn't have to be "necessary". Just has to be available.

    Customizable Worldgen- pretty sure notch is working on that
    No complaints from me then.

    More resources- Something that notch is working on
    Looking forward to it then :smile.gif:
    Posted in: Suggestions
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    posted a message on Do you like floating islands?
    Floating islands are nice (although I have yet to see any in my personal games), but it would be nice if they drifted along with the clouds.

    You're going about, minding your own business, when you are suddenly overshadowed by something huge. You look up, only to see a sky of dirt and rock. Intrigued, you gear up for adventure, get to a nearby mountaintop and extend a small bridge to allow you onto the floating rock. As you get on, you notice your small bridge crumble behind you. The island will not be bound. As you start exploring it, you dig a bit into it, build a little outpost ontop/inside if it.

    You are then satisfied and are ready to move on... but where are you? All you see is water everywhere. You see a hint of a landmass in the distance. Is that your island? You don't know, and there's no real way to tell from this far. Giving up on going back, you wait for the next landmass to appear so you can land.


    This would also probably require Parachutes to be implemented so you may jump off without dying (without having to dive in the ocean).
    Posted in: Alpha - Survival Single Player
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    posted a message on Survival Mode Suggestions Thread
    - A "map" that would either automatically display the area around you so you can get your bearings, or that would allow you to manually draw on it to mark down waypoints and whatnot the way you want it.

    - A backpack the user can make out of Leather. It would give him a slightly increased carrying space.

    - Modify the tools' functionality. Each upgrade adds less durability, but gives a chance of doubling the drops from a block (better quality tools means less wasted resource). This does not apply to the sword.

    - Add Obsidian tools/weapons. It could be made really hard/expensive to make, but would be virtually indestructible. This might sound counter-intuitive with the survival style of the game, but considering how hard you have to work to get to Obsidian, and what you have to do to actually encounter some, and that you can only harvest it with a :Diamond: Pickaxe, by that time, the user already got decent progress in the game, and he wouldn't be losing much in term of gameplay.

    - Fix the generation ratio for Ores. As it stands now, Iron and Clay is way too rare. Mostly Iron, considering how it is supposed to end up being your main material throughout your game (and how many different things you can make out of it).

    - Add a recipe for Wool -> String (since String -> Wool already exists, the opposite should be do-able, just like with Iron/Gold/Diamond)

    - Add recipes that require Gravel, since as of right now, its only use is to hope to get Flint (and fill annoying holes)
    Maybe make it possible to "Cook" gravel into cobblestone?

    - Implement a way to make :mossystone: out of :cobblestone: (if it doesn't exist already). Maybe place it underwater for a certain amount of time?

    - Add customizable options to the worldgen, so the user can choose if he wants more water (many islands) or less water (desert areas are more frequent); More resources (easier) or less (survival to the extreme); more pre-made caves (lots of exploration) or less caves (more space for resources); etc.

    - Add more resources (Rubber from Rubber trees, gained at the same time as a piece of lumber; oil (actual petrol, not the whale oil) that would be a new liquid. It could cause awesome fire if it comes in contact with magma; etc.)
    All of these would, obviously, have their own recipes.
    Posted in: Suggestions
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