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  • 2

    posted a message on Archimedes' Ships v1.7 - Banking ships!

    Yeah, having similar issues here. The crate is way too greedy with letting the trapped entities go.


    For the Dev:


    A simple fix I just thought of would be to just make the crate respond to redstone. OFF would trap, ON would make it passive and let go of any trapped entity? It would solve the issues that some are having without interfering with previous constructions.

    Posted in: Minecraft Mods
  • 0

    posted a message on New way to obtain to black dye.
    If a new alternative for black dye was to be implemented it would be coal, the most natural and basic way of coloring something black, inc is sophisticated and elaborate in compare.
    Posted in: Suggestions
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    posted a message on Jars, an asthetically pleasing alternative for storing liquids
    Great idea! I would love to see this added. Though not as efficient as chests, but at least better than a conversion of Cauldrons. The Aesthetics is where this idea shines for real though!
    Posted in: Suggestions
  • 0

    posted a message on A New Approach To How Ores should be handled
    Indeed. Judging by the replies this would be hard to implement due to limitations in the code? As it appears it's not just this suggestion that bumps into this barrier. Should Mojang deem it a worthy cause, could they lift it without a huge impact on performance? Because if so then maybe they will in time. One day they will have to rework the code, and the sooner the better, judging by the fact that the game will only grow bigger, and therefore harder to change in such a drastic manner? Anyways, thanks for all the positive feedback and input. Let's hope that Mojang hears of this and takes it into consideration.
    Posted in: Suggestions
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    posted a message on A New Approach To How Ores should be handled
    Glad to see all the positive responses. I will keep the thread updated as we go, eventually I plan on adding pictures.

    About the actual implementation though, I couldn't exactly figure out how it could be done either, adding them as you said, Ouatcheur, would make these blocks unmovable by pistons, a great issue indeed. Hopefully we are indeed looking forward towards the implementation of what BadprenupBadprenup was talking about, which in turn would also open the floodgates for a lot of other good suggestions.

    Again, glad to see all the positive feedback. Should I add a poll?
    Posted in: Suggestions
  • 0

    posted a message on A New Approach To How Ores should be handled
    Quote from peterdetmig

    This shouldn't be a problem at all. Starbound has the same and has no problem at all with ores within blocks.
    It was playing Starbound that made me remember the original idea, and tweak it to something more similar to this.

    Quote from PuffinPuncher

    This is how I would like it to be done too, and I would also like to see a change to how the new stone generates as well as more new stone types. I'd like to see the underground vary somewhat as opposed to just adding lots of small patches of new stone everywhere, and variation should involve changes in the stone generating there as well as structural changes. Having the ore being able to appear in multiple stone types would much improve the look of this.


    Indeed. That would be the other recent source of inspiration to start this topic. If I remember correctly it was you who started the original topic regarding more consistency in how there should be various stone-types to begin with. Can't remember which one of us that came up with the idea of making this stone replace the original stone for specific biomes, but in the end that is what I hope will come of this suggestion. It would be a great and well needed face-lift for all of the underground, with regular shifts in stone-base as you approach new biomes.

    But more on topic, another aspect of this worth mentioning is that it will break some of the current "rule-setters", like when you find a dirt-patch and just avoid it since you know that there can be no goodies inside of it. This would dispatch equal amounts of ore and reward all around the underground, as well as being more aesthetic and open-minded.
    Posted in: Suggestions
  • 10

    posted a message on A New Approach To How Ores should be handled
    With the implementation of the upcoming new stone-types I have decided to share this idea I have had for a very long time. It is essentially the idea of un-binding ore to a specific block and instead make ores generate as an "attribute" to pre-existing blocks in the world.

    -The idea is to make ores instead of a separate block appear as an additional texture overlapping existing blocks, essentially enabling ores to generate in all the new types of stone without the texture being in the way, since it currently only matches with one of the existing stone-types, namely "stone".

    By doing this the new stone-types wouldn't have to be bound to exist in the form of "dirt-type"-pockets due to unmatching textures, and instead maybe be biome-bound, meaning different stone-types for different biomes? This would flesh out the need for exploration a bit, and greatly favor greater mining-expeditions. We could then have full-scale Granite-caverns and the likes, without the ore-generation ruining the appearance.

    And one wouldn't have to stop there. This could lead to Ores appearing inside dirt-pockets, gravel-beaches, even in the base of desserts, with proper balancing of course.

    This could over time be a very worthwhile implementation if there exists a good way of implementing it. This is why I need feedback and comments, so we can figure out how or whether it is possible.




    EDIT: I realize that I forgot to mention this, but a block containing ore could drop both the ore and the block itself, post below what you think?

    EDIT2: Maybe we could have gravel get its own texture for when it contains flint? It shouldn't be able to appear in the inventory as it would cause separate stacking, but when you place a block of gravel instead of it having a random chance of dropping Flint instead have it a random chance to be placed with visible traces of Flint and a guaranteed drop if so. Tell me what you think below.
    Posted in: Suggestions
  • 0

    posted a message on Grabbing: Functional and fun!
    This is a great idea, I love the thought of being able to trade off speed for a guaranteed opportunity to move mobs where I want them to. grabbing players could cause for some hilarious multiplayer-moments too, and yes, grabbing villagers by shift-right-clicking seems to be the most logical way of doing it.

    Jump-clinging to mount/grab onto things sounds like a great idea as well, since your basic rules for grabbing (damage causing let-go) means that no exploiting or illogical things could occur. What it could mean though is that you can ride your iron-golems to victory, or maybe sit on a friends head, causing them to move slower of course, but still, sitting on other's heads!

    Excellent idea, I hope this will get the attention of Mojang shortly.
    Posted in: Suggestions
  • 0

    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Quote from FenixDowned

    You misunderstand. My diagram here was a suggestion on how to redo the original skin layout in such a way that it would grant us space for texturing both arms and legs while still fitting within the 64x32 image size. Also note that this suggestion is several years old.

    Snapshop 14w03a introduced a different take on what I proposed. They use a completely different mapping which also includes extra space for additional "hat layers" for the rest of the body. It is entirely different from the layout I thought up of.
    But had you not made the topic, there would have until very recently been none to express the need of a re-take on how to create skins. Your input in this implementation remains that of a suggester, since what you really suggested was to be able to include asymmetrical limbs. Mojang looked at this, as they usually do, and implement the part they like, combined with features they themselves see fitting. I really must thank you for making this thread! :D
    Posted in: Suggestions
  • 0

    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    This is the BEST DAY. I have been looking forward to this suggestions' implementation before it was ever even mentioned on the forums. As a skin-drawer this is my calling! I will start working on a new version of my skin at once to celebrate this endeared addition!

    ... I will loose so much spare-time to this addition... ._.
    Posted in: Suggestions
  • 0

    posted a message on Fast, Dangerous Spiders.
    I like what you're thinking, but the idea of them spawning on walls is obviously poorly thought through, what about large vertical walls of buildings? You aren't seriously expecting people to light up every inch of their walls surrounding their buldings, or internal walls of larger structures, just to avoid them spawning these new buffed spiders? If they are to be buffed they most certainly shouldn't be allowed to SPAWN naturally inside of your safety-perimeters with a cheap stunt like that.

    Otherwise I like it, good thinking on your part.
    Posted in: Suggestions
  • 0

    posted a message on Mining Faster The Closer You Are To The Block You Are Breaking.
    Quote from aary33

    Building and deconstructing roofs would be 10% more tedious.

    -Or 10% easier. I for one adore this idea! It makes absolute sense, to me the current range itself seems ridiculous, I mean who can even reach 5 meters away from them, even with a pickaxe it doesn't add up. The least Mojang could do to make things add up would be to implement this, rewarding actually getting close to what you are mining, and making reaching further than humanly possible slower. In a game like Minecraft, it's the little things that makes the biggest changes, and in this case improvements. To some degree many people argue that realism can be bothersome and unnecessary in games, but in some cases like this one it's for the better.

    Full support.
    Posted in: Suggestions
  • 0

    posted a message on Villager improvements, minor changes and drops
    Quote from Theriasis

    But yeah, the villagers are a bit annoying now. The only good thing I get out of the sounds is that you know when they're being attacked. Other than that, the squidwardish noises they make can be ear toothpicks.
    On some level I can actually see what you mean by that, but I think that it may have been intentional? It maybe is a subtle way of hinting that players that decide to live off of villages are in for a lesser punishment, unless you belong to the obvious majority that find it suiting and even enjoy it.
    Posted in: Suggestions
  • 1

    posted a message on Making that helmet on your skin real, but not normally on your head
    Quote from wolfboyft

    No, a texture pack that other people see for your equipment. Linked to minecraft.net.
    I have been thinking the same thing. A texture-folder provided by Minecraft.net that enables other people to view your personal armor( and maybe even sword?) is something suggested similarly before, but I still support this.

    Some will say that the biggest issue is that one could easily trick other people on PvP-servers by swapping textures of say leather and diamond, sure, this could be frustrating, but also one more reason to stay on your toes. Personally I think that variety, and before all, customization and characterization of such vast proportions weigh way more heavily than the marginal problem of confusion. I can't begin to imagine how horrible my skin for example would look in others eyes that aren't using my texturepack.

    One more aspect in favor of this suggestion is a solution for all those suggestions about fleshing out avatar-customization. Some funky ideas of additional "limbs" like tails and even wings. This idea, the ability to have no less than 5 different outer layers for the entire body (and maybe swords or bow) would remedy almost all those needs, along with the implementation of non-symmetrical limbs of skins (And armor) one could do almost anything with their Minecraft character!

    The only real difficulty and maybe even problem with implementing this would be the vast preassure this would force on Mojang's skin-handling servers. But I would prefer to view it as an opportunity for them to catch up with their already severely overburdened servers which sometimes even crashes.

    One thing to take note of for you, wolfboyft, would be to reformulate your OP. Right now it focuses a little too heavily on personal needs, when this idea could easily benefit the entire community. If implemented right this could allow you to alter the texture of say a diamond-helmet to that of your mining-helmet, but so that all can see it.

    EDIT: You might want to change the title to something less vague, for publicity's sake.

    I sincerely hope that these ideas will be added in the nearest possible future, since the topic of character-customization seems long forgotten by Mojang.
    Posted in: Suggestions
  • 0

    posted a message on Tiny suggestion: option to have the good fancy features you like but still fast.
    Quote from MCwolfboyftF

    If you support why haven't you hit that green arrow?
    Because you really should rework the grammar and sentence-building of your suggestion. It is hardly in a presentable condition right now, not to mention that it leaves the reader uncertain of exactly what you were even suggesting in the first place.

    If you are referring to the ability to toggle the performance-improving options individually, say, detaching the biome-less grass-sides from the compact leaves-texture, then I am all for it, but I will hold off on supporting since I'm still uncertain whether this was the idea presented.
    Posted in: Suggestions
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