All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 1

    posted a message on Introducing the Boomerang! A unique ranged weapon with custom enchantments.

    You know you spot a good suggestion when your head starts flowing with ideas for new mechanics, minigames and maps as you read it. It's just awesome, and it feels like a good job with balancing was done here.


    I think that the direction boomerang goes in returning trip should not depend on player's settings, because in a pvp situation environment can change quickly when chasing a player. Instead it should check whether player thrown it is using main hand or off hand. This way you could easily decide to throw it on the side where it will have more space to return.

    Posted in: Suggestions
  • 0

    posted a message on Rhombic dodecahedron special mode

    Oh boy, whole Minecraft core would need to be redesigned to fit these things with correct hitboxes and every other imaginable way blocks can interact with each other. That certainly wouldn't be as easy as making a differently shaped model for regular Minecraft cube.


    Not to mention it would look weird at the very least, it's not even possible to create a semi-flat surface using this shape. Diagonal houses in Minecraft already look kind of weird, this feeling would be 100x stronger with this.

    Posted in: Suggestions
  • 0

    posted a message on Pork fat and candles
    Quote from AMPPL50»

    This addition would probably require changing how lightning works (If I'm not wrong), but the possibilities make it worthwhile.

    100% support.

    Pork fat could also be used as furnace fuel, probably being another alternative to coal,and/ or it could be used to make soap, which could be used to remove dyes from wool, stained glass, terracotta, concrete, and shulker boxes.


    I don't see anything requiring change in lightning, it's just another source of light. But heck, I do like the soap idea.

    As for OP - sounds good to me, RP makers would really benefit on that many light sources too, each candle with new texture could be changed to something else along with model when needed.
    Posted in: Suggestions
  • 1

    posted a message on Minecraft 1.14: The Sky Update
    Quote from Ptolemy2002»

    Not a HUGE shortcut. Especially since emeralds can only be found in 1 type of biome and even in THAT biome, they are rarer than diamonds. I do think the villager trades would need to be nerfed, though.


    According to OP and quoting myself: "emeralds can be mined even from the sky island the sky village is set on..."

    Obtaining Elytra from Overworld in this suggestion would be much easier than every step I described to get it from End. It IS a huge shortcut.

    Villager trading is a whole different story - "nerfing it" is really time-consuming and in principle would change nothing besides making farming just a little more tedious. People wouldn't stop trading after that.

    Posted in: Suggestions
  • 0

    posted a message on Minecraft 1.14: The Sky Update




    #2: Since they are artificially built, and it takes a long time to build, there is not much room for creativity if you want to build a large network of them in a reasonable amount of time. This problem is further compounded if you want to build villages, plant ores deep in the islands, mix it up with stone variants, etc.

    If you ask me, building island like this from scratch is a bit more creative than just editing it. Yeah, these things are a pain to build on your own (especially in survival lol), but really, what thing that looks good isn't hard to make?



    #3: Another problem with the islands being artificial: you can't choose the biome. You just have to build in whatever biome Minecraft gives you and either adapt or force the appearance of your choice.

    That's... completely illogical argument, when you think about it. You have even less control over biome it is set in when it's naturally generated than when you build it on your own. But yeaahh, besides that you can't choose the biome.


    Okay. Now for my suggestion:


    I believe that 1.14 should add floating island biomes. What is the version number showing, actually? What happens if devs won't implement floating islands until 1.14? Will you delete the post then or what? These biomes are like normal land biomes, with massive floating islands that go up to around 220 blocks. These islands would have the same properties as the biome where they are located, except, of course, for the fact that they are in the sky. The only exception to this would be extreme hills, which would already have floating islands to begin with. Then there would be floating island biomes in the ocean, which act like the floating island biomes on land, except that they would, obviously, have ocean below them instead of land. Really, I can only see implemented the last ones mentioned; as Mastermined mentioned, there would be problems with light and hostiles spawning below, meaning you'd have to delete whole island if you liked the terrain below more. In Ocean biome it wouldn't matter nearly as much.


    Now, obviously, if you want ore in these islands it's going to have to work differently from on the ground. For this, there would be iron ore and coal ore embedded in the sides of the islands. Then the rarer the ore, the more deeply it's embedded, with diamond and emerald at the cores of only the largest islands. Not only this, but the larger islands would have cave systems.


    On top of the islands, villages and mobs would spawn normally. However, a leatherworker villager in a sky village would have a chance of offering elytra for a price of leather and emeralds. Also, some villages would have skybridges connecting multiple islands, and even leading down to mountains. Rabbits would be a little better at staying away from ledges. Woah, woaaah. No. Stop right there. Finding the correct sky villager and trading with him with resources easily found (emeralds can be mined even from the sky island the sky village is set on, and then farmed like crazy, not even mentioning cows here) VERSUS finding a dungeon, preparing yourself for hours, getting to 2 other dimensions for resources to unlock it, then defeating Ender Dragon and again finding correct structure to get Elytras. You're suggesting a huge shortcut, no matter how you look at it. I call this "OP", even.




    Responses in James bold.

    You know there's something wrong with your idea when you add entire dimension to the suggestion later and fit it in 1 paragraph. Well, it's a dimension so clichéd and to be honest - just boring, without giving any special items, blocks, mobs, structures (islands could be found in Overworld anyway), that it's just not worth the effort and lag of implementing (one of developers from Mojang team said that next one would make game more laggy). Plus, it's not easily accesible enough for multiplayer support - enchantment needed to get there is really rare, and just a handful of people would get there.
    Posted in: Suggestions
  • 1

    posted a message on [SURVIVAL HORROR][1.10.2 - 1.12] Unsighted Shadow [WITH VOICE ACTING | AVAILABLE ON REALMS!]

    Well, thank you for creating a map that made me make an account here just to comment that! :D GJ with having the realms submission accepted too.

    Posted in: Maps
  • 1

    posted a message on Just a small suggestion.

    If you don't add any additional tags, then every block will be turned to the selected one. This is literally what C1ff said.

    Posted in: Suggestions
  • 0

    posted a message on [New Block Suggestion] > Redstone Rod - Send signals with ease (especially vertically)
    Quote from CannonFoddr»

    FYI to everyone - I've taken your suggestions & rewritten the OP, including some (very bad graphics/3d models) pictures of a thicker 'rod' - hope you like the changes ;)


    Looks super cool, I like it. I imagine it could look good even when utilized in buildings, which is both good and hard thing to achieve.
    Posted in: Suggestions
  • 0

    posted a message on New Command: /suspend
    Quote from Wcoun27»

    Most servers have command blocks disabled but not regular player commands, if a moderator needs to keep a character in one position for a while they can use /suspend which is quicker than building a bedrock hut and teleporting, quicker than getting the command blocks ID number, placing it, typing in a command, setting it to be repeating then activating it with a lever that you have to find in your inventory. Also, command blocks can't be used in survival mode, thus a person who needs to suspend someone quickly who are in survival could just use /suspend.

    Not to mention if the player who is being teleported over and over again doesn't hit any movement keys they can freely place blocks. With /suspend block placing and mining is disabled. However, you can still access your inventory.

    Also with /tp on a repeating block can't keep players in place vertically, they'll just fall, sure they'll TP back up but that's just sloppy watching them plummet a few blocks before magically going back up to their original height.


    In an extreme situation where time is of the essence would you rather type this or /suspend {playername}

    Except that you don't have to teleport player to player at all, you can use random coordinates with y=3000 or so and the result will be even better. And as for griefers, if you have moderator required for using /suspend, then you also have the ability to use /ban and /kick. Numerical ID's for items and blocks it are no longer in use (for more than 4 years already how did you even miss it lol) and you can use "always active" button in repeating command block instead of redstone.
    Posted in: Suggestions
  • 2

    posted a message on New Command: /suspend
    Quote from Wcoun27»

    Not to mention a repeating command block on one player would cause a colossal amount of lag.


    I love how wonderfully exaggerated that statement is.
    There are worlds with tens of much more complicated commands looped to be executed per each tick and they are doing fine.
    Posted in: Suggestions
  • 0

    posted a message on New Command: /suspend

    It's confusing. Judging by description, it's really similar to /summon... up to a point with "unsuspend", where the command seems to work more like /entitydata affecting 1 mob on specific coordinates.


    Maybe it would be useful, if it wasn't possible to make quite easily, that is by using /effect, for example. Also I'm not sure if making a new command specifically for this, after all - quite limited use, is a good idea. If more commands like this were made there would just be too many of them.

    Posted in: Suggestions
  • 0

    posted a message on Wedding ring

    If /marry is used as plugin, then it should stay this way.


    I also don't get the point of making specific slot for ring, especially if it's purely visual change; compare it to off hand slot, with tons of uses and possibilites.

    Posted in: Suggestions
  • 0

    posted a message on [Technical/Custom Maps] The Backstage Dimension - An always-loaded space to safely store command blocks
    Quote from Djarogames»

    Mojang doesn't want to add a new dimension because it would cause performance issues. True, and I agree with them. I was just disproving the argument you used against the idea. And having 20 more chunks loaded in a singleplayer world would be the same as increasing your render distance. Not quite, rendering is different; it's more CPU-consuming, as those are things shown on screen visually, with all these particles, animations, sounds, quick changes etc. are not just kept as data somewhere. That's why being in spawn chunks with some beefy CMD block machine is more laggy than keeping it there and being far away from it.
    Posted in: Suggestions
  • 0

    posted a message on [Technical/Custom Maps] The Backstage Dimension - An always-loaded space to safely store command blocks
    Quote from Djarogames»

    How big is it? because if it is always loaded then it must be a maximum of 2 or 3 chunks big. Because else it will completely crash slower computers. And if it is that small it is basically useless.

    No Support


    yeah no, spawn chunks in MC are 12x12 to 16x16 chunks around the spawn. 3 or even 20 alone would definitely not crash anything, and you can do a lot even in 3 chunks anyway if you know how.
    Posted in: Suggestions
  • 0

    posted a message on A little soft question~

    yeah, no probs. But you should use the correct tag in title, maybe with mod name or just [modded].

    Posted in: Maps Discussion
  • To post a comment, please or register a new account.