Can you take a screenshot? You could be referring to several things.
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Mar 6, 2017Lord_Garak posted a message on Am I the only one who loves the Minecraft updates?Posted in: Discussion
I hate most of the updates since 1.6. They just add frivolous and unnecessary clutter instead of fixing the game's fundamental failures.
Mar 6, 2017Lord_Garak posted a message on looking for players to play with my 9 yr old daughterPosted in: Discussion
I don't really think this will end well honestly, the internet is a rough place. I would just have her find a decently moderated safe-space server.
Mar 3, 2017Posted in: Suggestions
While I have to agree they would look cute, I am concerned about balance. Ghasts are already annoying because they stay far away and can be hard to hit. It would be much worse dealing with a creature approximately 1/8 of their size attacking from a distance.
If they were neutral or passive, or if they floated like 5 blocks above the ground but had to be above a block (if they are not they gently float down until they are 5 blocks above one), that would keep them easier to deal with.
The idea as a whole could use more information. I suggest checking out the guidelines for making suggestions that is stickied at the top of the section for help in fleshing out suggestion threads.
Maybe projectiles that only cause knockback?
Mar 3, 2017Posted in: Minecraft Mods
Integrated can't handle shaders, just use enhanced default at most or nothing at all, keep your game at normal fps
Mar 1, 2017Lord_Garak posted a message on Priest villager gets healing powers? + new villager: ConverterPosted in: Suggestions
With some tweaking I can see this being a fascinating inclusion.
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Sep 28, 2017Posted in: Discussion
You should also ask this same question in the Minecraft (Win10) discussion forum (http://www.minecraftforum.net/forums/minecraft/discussion).
You'll get completely different answers.
Then you can make up your mind.
See, I do not understand your logic, if you just get win 10 you only get that, you get java and you get both, I find it that getting just win 10 is a bit redundant when there is a much better deal.
Sep 27, 2017Posted in: Recent Updates and Snapshots
That's not really new though; ever since 1.2 the game has mostly been able to handle 4096 block IDs except for a small issue with how ItemStacks were handled, limiting them to 256 (the same numerical ID is used to represent both blocks and items) - which I thought was removed in 1.8 when they removed numerical item IDs (though since older worlds can be read they must have retained it in some manner), which mods, including Forge itself, also fixed (ever wondered how big modpacks add hundreds of new blocks, many with IDs in the 1000+ range?). It is actually surprisingly easy to fix this and Mojang could have done so years ago (the easiest method, which I've tried before, shifts item IDs up so they start at 4096 instead of 256, breaking compatibility with older versions but you can just convert the IDs and add a version tag to chunks the first time they are loaded).
Also, the way they are planning to make every variant of block its own block ID means that many of those 4096 IDs are going to be used up anyway (even 256 IDs with 16 data values each is 4096 separate states), and others will change, so existing tools and mapping utilities will break, and coding will become more complicated (for example, currently ores and many other world decoration features replace any type of stone by only checking for the block ID; in 1.13 they will have to check for every single variant separately, slowing things down as well). The save format itself will likely change as well (why store IDs as two separate 8 and 4 bit arrays, which requires fancy bit twiddling (Java, as well as most other languages, does not natively support 4 bit datatypes so the game has to split/combine bytes to make efficient use of storage and memory), plus another 4 bits for metadata, instead of a single 16 bit array that stores all of them and allows for 65536 IDs).
Sep 27, 2017Posted in: Discussion
The fear that everyone has is that Microsoft is going to discontinue the Java version, and is going to port the C version to Linux and Mac. (Or worse, they won't, so you'll have to get a Windows 10 PC, iPhone or Console to play Minecraft.)
This also brings the fear that not only will the same mods that were used on the Java edition be impossible to recreate on the C edition, but community content will be limited to pay-to-get maps, resource packs and skins.
I feel like there are points to either side, and benefits on both sides as well. (And if Microsoft wants to be nice, maybe they'll develop a good Mod API for Minecraft C and they won't put restrictions on community content for the PC. If that happens, I would gladly accept being able to play Minecraft with anyone else no matter what system.)
Sep 26, 2017Posted in: Recent Updates and Snapshots
That's exactly why I've made many mods that enhance that aspect of the game:
Vanilla 1.6.4; notice how much cave density varies, with a couple very large cave systems complemented by large cave-free areas, areas of more scattered caves and several smaller dense cave systems. Note that there are not that many more caves overall than in 1.7, they are just distributed differently (the difference in underground air volume is even less due to caves not overlapping as much in 1.7+):
TheMasterCaver's World; caves are based on 1.6.4 with more variation, including occasional larger caves and ravines (rarely up to half a million air blocks in volume), new cave structures, dungeons with more types of mobs and faster spawn rates (I mean really, 4 mobs as seldom as once every 40 seconds and able to run up to a spawner and deactivate it before it even spawns anything?), including a special "double dungeon" with two spawners, more variation in the size of mineshafts (which appear to be much more common but are actually less common than in 1.6.4; vanilla makes them less common near the origin, as in the maps above; they are less common since they cannot generate if there are too many caves in the area, which is something I even added to an otherwise vanilla world because it bugs me that much):
Sep 14, 2017Posted in: Suggestions
There’s not many ways to decorate your house in Minecraft. I’ve noticed a lot of people who want to make a huge mansion, but then realize that besides filling up your chests there isn’t much to do with your house. Seriously, how many paintings can you hang on your walls? Minecraft builds, whenever creative or survival, would benefit greatly from more decorations. Therefore, I’d like to suggest a new decorative item- the Statue.
Statues have been around since before ancient times, and have historically been used to represent people or animals. In Minecraft, statues would be a dynamic new way to document player progress, decorate your house, and alter the spawning of certain mobs. Each statue would be a “stone” replica of a certain mob. All mobs in the game would be represented, plus special Steve and Alex statues.
A rough model of a creeper statue.
The primary use of statues would be for decorative purposes. You could put statues on empty walls in your house, as centerpieces to fountains, or even to create a whole “museum” filled with statues. The sky’s the limit when decorating with statues! (Seriously, you can’t place statues over y 256)
Statues would be .95 scale replicas of their respective mobs. For example, a 2-block high zombie would 1.9 blocks tall. This is to accommodate space for the “platform” at the bottom of statues. The size of the statue might affect its purpose in the game- silverfish statues could be little trinkets on tables, while ender dragon statues might take up entire rooms!
You can construct statues of mobs after you have killed said mob. Therefore, you can only have a Wither Statue is you have defeated the Wither, and so on and so forth.
You can only have this guy if you’ve killed a Wither.
Statues would be constructed with a new block to PC, the Stonecutter.
Some of you may know that the stonecutter used to be a block in Pocket Edition. The old stonecutter was a crafting table for only stone blocks. The block was very tedious to use, and has since been removed. The new stonecutter will be nothing like its predecessor, save the name and texture.
Stonecutter crafting recipe
Stonecutters would be crafted with a sole iron ingot, surrounded by six cobblestone, a lever, and redstone. The iron symbolizes the gear, and the cobblestone the surrounding stone. This recipe would make stonecutters easy to make, but not too cheap that they could be made within the first couple of days. (Thanks Wolftopia for the revised recipe).
As you can see, the stonecutter’s interface is comprised of a single arrow, two large squares, and three smaller squares off to the side.
In order to create a statue, the player has to fill the three smaller squares with a stone block. This can be any block that is related to stone- cobblestone, andesite, etc. The stone block put into Stonecutter doesn’t affect the output and is consumed after the statue is created. They serve as “fuel” blocks that add a small price tag to building statues.
Alternatively, one could fill the three squares with gold ingots to create a Golden Statue. Golden statues would be an expensive way to show off. They would also give another use to gold, which is always forgotten between iron and diamond. Golden Statues could also help with egyptian and fantasy builds. (Thanks Lord_Garak for this idea).
A golden pig statue.
The large square to the left of the arrow is where input goes. The input is what determines what mob the statue represents, and varies from statue to statue. It’s always a drop, to ensure that the player has indeed fought/discovered that mob.
List of Inputs for each mob
Most of the drops would come from the mob. However, some mobs don't have unique drops. The solution to this problem is making the input an item that typically associated with the mob in question. However, you could only build the statue after you have killed the respective mob. For example, if I put a mushroom in a stonecutter without having killed a mooshroom, nothing will happen. After killing a mooshroom, infinite statues can be made with mushrooms (provided you have enough mushrooms).
Mob variants would be built by using the drop of the normal mob (as they are nearly the same). By default, the output will show the normal mob. Right click to cycle between variations. You must kill the said mob variant for it to appear in the left click cycle
- Chicken- Raw Chicken
- Pig- Raw Pork
- Cow- Raw Beef
- Sheep- Raw Mutton
- Rabbit- Raw Rabbit
- Squid- Squid Ink
- Mooshroom- Mushroom
- Bat- Nothing (or a new drop)
- Ocelot - Fish
- Parrot - Cookies
- Horse / Donkey / Mule / Skeleton Horse / Llama- Apples
- Spider / Cave Spider- Spider Eyes
- Enderman / Endermite- Ender Pearls
- Zombie Pigmen- Gold Nuggets
- Wolf- Lead
- Polar Bear- Snow?
- Iron Golem- Iron Block
- Snow Golem- Snow Block
- Zombie / Zombie Villager / Baby Zombie / Baby Zombie Villager / Husk- Rotten Flesh
- Skeleton / Stray- Bone
- Creeper- Gunpowder
- Slime- Slimeball
- Ghast- Ghast Tear
- Blaze- Blaze Powder
- Magma Cube- Magma Cream
- Wither Skeleton- Wither Skeleton Head
- Guardian / Elder Guardian- Prismarine Shard
- Shulker- Shulker Shell
- Evoker- Totem of Undying
- Silverfish- Stone Block
- Witch- Empty Bottle
- Vindicator / Vex- Emerald
- Wither- Nether Star
- Ender Dragon- Dragon Breath
Once the input and three stone-related blocks have been put in, the Stonecutter will get to work at creating a statue! Statues take 15 seconds to create, and is measured through the arrow. While constructing, the Stonecutter would emit a unique gear or drill sound.
When a statue finishes, all blocks used to create it will be consumed. The statue will then appear in the large square to the right, ready for use.
Naturally Generating Statues
Three statues would not be created through the Stonecutter- those being the Villager, Steve, and Alex statues. Villager statues would spawn in villages. There would always be one statue, typically spawning in a church or an open space near the middle. 5% of the time the village will spawn with a golden villager statue. Villager statues would represent finding a village.
Steve and Alex statues would be rarer. They would be found in chests all over the Overworld, from blacksmiths to dungeons to woodland mansions. These statues could represent the player.
The rest of the statues would be exclusive to the Stonecutter, and would not naturally generate.
Statues would have many other uses besides just décor. They would also prove in-game proof of player progress. This is something that I've always felt Minecraft has been lacking. We have advancements, but they’re linear and more for goals, rather then a way to look back at what you've done. Currently, there’s no way to proudly show off how you slayed an elder guardian, had a loyal pet, or discovered a mushroom island.
Because they’re so dynamic, each Minecraft statue would tell a story. Compare that to painting, which just randomly generate from a small number of presets. You could document that awesome trip to the Nether when you killed three Ghasts, or create a proper memorial for your wolf. You could set out to kill every mob in the game, and show it with statues.
Besides documenting your progress, statues would also be awesome for just decorations. How awesome would it be to have a Wither statue in front of your base? Or perhaps using villager statues to recreate the Terracotta Army!
You could also bring statues to life (with cheats of course). The command would be /statue <x y z> alive. Mapmakers could utilize this command to create some awesome sequences! Thanks coolcat430 for this great suggestion
Statues could also be put to great use in creative mode. In real life, architects constantly use statues to add detail to otherwise plain buildings. Statues would be a game-changing asset to builders. When you start thinking about it, nearly every build would benefit with them.
Statues Assisting Mob Farming
One final use of statues would be altering the spawn rate of certain mobs. When placed, a statue would start affecting the 5x5x5 area around it by causing its respective mob to spawn 5% more commonly, while every other mob would be reduced by 2.5%. It wouldn’t be a huge difference, but still a slightly noticeable one.
This would primarily be used to help with mob farming. However, the 5% bonus is only added at the beginning of mob-spawning algorithm. So as long as you have torches by your zombie statue, you can safely exhibit in your house. Likewise, placing a sheep statue on your wood flooring would not magically give you sheep (since sheep only spawn outside).
Of course, some statues wouldn’t affect mob spawning at all- ender dragon statues would never spawn an ender dragon, and blazes, even if with a light level of 0, would not spawn in the Overworld. Steve and Alex statues wouldn’t affect the spawning of anything.
Gold statues would be extra powerful, increasing the spawn rate of their respective mob by 20% and decreasing all others by 10%. This would provide further incentive for players to build the more expensive gold statue.
As I said before, the real use of this feature would be for mob farms. Statues would allow players to interact with their farms with an unprecedented level of customization. You would be able to create monster farms for each mob, and increase the productivity of your animal pens. For example, a smart player might place a pig statue in the middle, or underneath, their pig pen.
In conclusion, statues would be a new way to decorate, document progress, and assist in mob farms. They would be a great asset for builders and help hardcore survivalists.
They’d also be a great way to show player progression. By decorating your base with statues, each player base would be unique to each individual player. They would each tell a story, from the time you killed your very first zombie to that super complicated wither skeleton farm you’ve started up. If you did it, you can show it.
Finally, who doesn't want to have a giant Ender Dragon statue on their roof? I sure want one!
Sep 26, 2017Posted in: Recent Updates and Snapshots
The community is listened to. Remember the Combat Update? That didn't come out of a vaccuum, you know. It was constantly tweaked until it was released. And then tweaked a bit more. Remember when Mojang changed a thing and then changed it back because of the community? What exactly is so important? Do the majority actually get ignored, or is it a small group of outraged people? Have you actually checked?
If they listened to the community there would be far more underground content, but no, they even made it less interesting in 1.7 (there are suggestions to add more content on Reddit, the only place Mojang actually reads, and all they said is that it is "impossible" to even add customization even though it only took me a few minutes to hack 1.12.2 without using MCP so it almost perfectly replicates 1.6.4, just by changing a few numbers). They sure seem to have forgotten that the game is called "Mine"craft.
Sep 26, 2017Posted in: Discussion
Definitely get the Java/PC version. Easy to mod, and no worries about microtransactions. Also, as mentioned above, you get the Win10 for free if you get Java.
Hope you enjoy the game for years to come.
Sep 26, 2017Posted in: Suggestions
I'm not really a fan of a system that gives players permanent buffs, making them objectively better over newcoming players in multiplayer scenarios It makes it hareder for newcomers to start out, while the Player who already got their first buff can keep exploring the End, gaining more and more buffs until they reach a point where they become basically unkillable for any other player. It breaks multiplayer balance if you introduce buffs like these, you can at least give a newbie some diamonds if they have trouble catching up.
Sep 26, 2017Posted in: Suggestions
Responses in bold.
Alright, this is just a suggestion, so no h8, b8 m8 gr8. What?
Players Hidden Potential In the end on the outer rim islands there's 1 End Palace, how would you get to the palace? If there's only one palace in the game, what if one spawns millions and millions of blocks away from the center? Would there be a system similar to Ender Eyes or Woodland Maps? Also, what would the palaces even look like?these palaces contain aggressive Endermen, Shulkers, and Witches that are faster, stronger and smarter, they also can leap very high and team up with Shulkers to levitate while throwing potions down at the player. I think Shulkers should be unique to End Cities. Witches also shouldn't be in the end- how'd they get there?After the player clears this Palace, there's a possibility they will find nothing, extremely rare loot, or an 'End Witch'. So if you spend countless hours looking for the sole palace in the game, you might find nothing? Or just rare loot?The End Witch is a large Witch that the player may negotiate with or battle to obtain an 'End Broom', which allows the player to...no, not fly, but allow the player to throw the broom and teleport where it lands, and the player can pick the broom up like an arrow after. The broom cannot be thrown near as far as an ender pearl though, and has health just like tools. First off, End Witch doesn't make sense. If there had to be a witch leader, they should be in Overworld. Right now all this is copy the texture and AI of the witch, only that's it's larger. What would be the stats? Secondly, why does the broom function like a weird ender pearl? I could get countless enter pearls much faster than actually finding a palace. The broom has less range and is durable, so it isn't worth going all this way for a terrible item. And why does a broom teleport? Shouldn't it fly, or at least doing something that makes sense?If the player decides to negotiate with the Ender Witch, they can have their potential unlocked. It is obviously hard to convince the Witch, so the player may end up using her/his items to try bride the Witch, but will then end up only getting say a Elytra with unbreaking or something. Elytras should be unique to end ships.When the player gets their potential unlocked they temporarily gain an charged creeper aura and a sound of gushing wind will start. After that they will gain maybe 2, 3 or even 1 stat increase, it's totally random. So the player might get a 'Tougher skin', meaning they have the effect of constantly having a full set of leather armour on(this doesn't mean you can't use leather armour, your skin just becomes tougher), they might gain a strength boost, speed boost, multiple boosts, you get the idea. You said this was temporary. How long will this last? Also, don't potions and beacons already do this to an extent. Besides giving off the flawed creeper affect, this adds nothing new to the game.That's all I have so far so feel free to add upon this idea. Also feel free to leave feedback(respectfully) and I'll be waiting for what you guys think. I think this idea is far too underpowered, and lacking creativity and common sense.
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