My sister said something that made me think - why doesn't glass break when you fall on it from high up?
She is playing on our tablet on pocket edition and she was building something in creative mode and flew probably 30 blocks high above some glass and when she turned off flying and said "The glass should break when you fall on it like that." Brilliant?
I've fallen from 1 metre in the air onto 30 cm thick glass, and nothing happened. A metre thick block of glass could survive a huge fall!
No support.
nice point. let's remove anything that's not %150 realistic like hostile mobs and flying blocks, and not flying blocks. and if you punch a tree you will break your hand.
I've fallen from 1 metre in the air onto 30 cm thick glass, and nothing happened. A metre thick block of glass could survive a huge fall!
No support.
By that logic you shouldn't be able to break them easily either. Besides, I always thought it was like a hollow glass cube so you would essentially just be going through 2 panes of glass.
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This is all probably something that we have thought about now and then, and I agree with this. However, yes, there does need to be more detail, but it is enough to avoid a lock and the post being considered "vague".
Anyway, in terms of mechanics, I think this is how it should work:
Will break if the fall distance is 4 or greater.
Deals damage when the glass breaks. This damage increases with distance.
The amount of damage dealt is equal to floor(n/2+1) damage, where n is the fall distance.
This damage is considered "physical", not "fall", and is reduced by armour and other sources of physical protection, but not feather falling.
The fall distance used for calculating the damage taken by glass resets.
Your fall will continue and the damage dealt when you land remains the same.
This should also add another gamerule to prevent glass from breaking.
This is all probably something that we have thought about now and then, and I agree with this. However, yes, there does need to be more detail, but it is enough to avoid a lock and the post being considered "vague".
Anyway, in terms of mechanics, I think this is how it should work:
Will break if the fall distance is 4 or greater.
Deals damage when the glass breaks. This damage increases with distance.
The amount of damage dealt is equal to floor(n/2+1) damage, where n is the fall distance.
This damage is considered "physical", not "fall", and is reduced by armour and other sources of physical protection, but not feather falling.
The fall distance used for calculating the damage taken by glass resets.
Your fall will continue and the damage dealt when you land remains the same.
This should also add another gamerule to prevent glass from breaking.
/gamerule fallGlassBreak <true|false>
Full support!
I like the mechanics! I think, if this is added, there should be an Attribute added for how much damage is dealt when falling through the glass, to make it more customizable for traps.
I'm not against this suggestion in theory, but in practice? Not so much. I mean, how often does this situation really occur? I can't think of a single time I've ever landed on glass from a great height. I really don't want to divert Mojang resources implementing something that most people wouldn't even know about.
Furthermore, if breaking glass was implemented, why stop there? What about other fragile items? Leaves, glowstone, melons, etc.
I could see it as a useful tool for adventure maps, maybe as an attribute you can add to glass blocks using the /give command? So you can make whichever ones breakable for that purpose and the rest are left alone.
as for breaking through multiple layers of glass:
-i assume that upon intact of glass, your velocity is changed by a certain %age
given this information, every time you break through a glass block, your velocity is less that it was before intact of the glass, and say it takes a a velocity of 5 or greater to break through a piece of glass and lets say you loose 30% of that velocity.
using my own sense of measurement for i do not know the exact measurements for how long it takes to fall down 1 block.
converting it into mil-seconds will make much more sense but for now im just going to deal with fake examples waith the measurement of 1 block per second
If your velocity is at 10 blocks/second and you break though a piece of glass, your new velocity is now at 3 blocks/second which is not enough to break through another layer given the fact (in this example) that in order to break glass, your velocity has to be 5 or greater. Now since it is at 3, it will only break through the 1st layer and not the second layer for your velocity is now at 3 < 5.
say you have a velocity of 20, you will be able to break through more than one layer after the first layer. 1st layer [20 * 0.3] you are reduced to a velocity of 6. 2nd layer [6 * 0.3] you are reduced to 1.8 or literally 0 because any velocity not enough to breakglass is counted as 0 velocity.
But lets say i have a large pit and im at a velocity of 5 blocks/second. In this pit, the glass layers are spread out 5blocks/second.
the first layer, we are on impact of a velocity of 5, the glass will reduce our total velocity by 30%. [5 * 0.3] = 1.5 at this point, we are going at a velocity of 1.5 after breaking through the first layer, but we are still falling, so we will gain velocity. since the layers are spread out 5 blocks/second velocity wise, then we will gain velocity before impact of the 2nd layer. we will gain 5 velocity and our new velocity is now [5 + 1.5] = 6.5 and then after impact of the 2nd layer, you will be going 1.95 m/s and then the next layer before impact, the velocity will be at 6.95 then 3rd layer spaced apart [6.95 * 0.3] = the remaining velocity is estimated to 2m/s. eventually, you will gain a lot of speed.
lets assume it takes 1 second to pass a meter (just for example sake)(this is very unrealistic on speed but just different converting of unites per [ex: mil-second = 1000/ 1 second, but in our case for this example we will be using 1meter / 1 second (which i do realise is unrealistic, jsut abre with me and it will make sense and then some one can convert how many mil-seconds it takes to pass a block)]
you fall faster as you go on hence covering more blocks per second.
so if i fall off of a cliff, with our unrealistic measurements, i would be going 1 block per second, and then as i fall, i will start to accelerate, eventually reaching 2 blocks per second. then 3 blocks per second, then 4 blocks per second, then eventually 5 blocks per second giving me enough velocity to break through glass but if i keep falling, ill eventually make it to terminal velocity.
breaking glass doesnt consume 5 velocity (takes 5 velocity to break)
impact of glass reduces your velocity by 30%
then imediate stop by solid ground makes your current velocity go from total velocity to 0.
She is playing on our tablet on pocket edition and she was building something in creative mode and flew probably 30 blocks high above some glass and when she turned off flying and said "The glass should break when you fall on it like that." Brilliant?
No support.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
nice point. let's remove anything that's not %150 realistic like hostile mobs and flying blocks, and not flying blocks. and if you punch a tree you will break your hand.
on topic; full support.
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Killing the Ender Dragon, no damage (no armor/potions/enchantments/pumpkin)
By that logic you shouldn't be able to break them easily either. Besides, I always thought it was like a hollow glass cube so you would essentially just be going through 2 panes of glass.
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Possibly.
The idea is simple enough that no more info is really needed. It's exactly that, just... fall on glass from X amount of blocks and it breaks.
Overall, good idea.
Anyway, in terms of mechanics, I think this is how it should work:
Full support!
/gamerule breakGlass true
SUPPORT
I like the mechanics! I think, if this is added, there should be an Attribute added for how much damage is dealt when falling through the glass, to make it more customizable for traps.
I Support!
Support!
Stay fluffy~
Perhaps with glass panes? I've always wanted to jump though the village library!
So basically, I'm stupid.
Just because it would be realistic does not mean it would be good for Minecraft.
Imagine making a house and jumping down and breaking open your window, or a mob falling and making a way in.
No Support.
Furthermore, if breaking glass was implemented, why stop there? What about other fragile items? Leaves, glowstone, melons, etc.
No support.
While we're at it, let's add tables. And ladders.
Yes.
~SkyeVeran
-i assume that upon intact of glass, your velocity is changed by a certain %age
given this information, every time you break through a glass block, your velocity is less that it was before intact of the glass, and say it takes a a velocity of 5 or greater to break through a piece of glass and lets say you loose 30% of that velocity.
If your velocity is at 10 blocks/second and you break though a piece of glass, your new velocity is now at 3 blocks/second which is not enough to break through another layer given the fact (in this example) that in order to break glass, your velocity has to be 5 or greater. Now since it is at 3, it will only break through the 1st layer and not the second layer for your velocity is now at 3 < 5.
say you have a velocity of 20, you will be able to break through more than one layer after the first layer. 1st layer [20 * 0.3] you are reduced to a velocity of 6. 2nd layer [6 * 0.3] you are reduced to 1.8 or literally 0 because any velocity not enough to breakglass is counted as 0 velocity.
But lets say i have a large pit and im at a velocity of 5 blocks/second. In this pit, the glass layers are spread out 5blocks/second.
the first layer, we are on impact of a velocity of 5, the glass will reduce our total velocity by 30%. [5 * 0.3] = 1.5 at this point, we are going at a velocity of 1.5 after breaking through the first layer, but we are still falling, so we will gain velocity. since the layers are spread out 5 blocks/second velocity wise, then we will gain velocity before impact of the 2nd layer. we will gain 5 velocity and our new velocity is now [5 + 1.5] = 6.5 and then after impact of the 2nd layer, you will be going 1.95 m/s and then the next layer before impact, the velocity will be at 6.95 then 3rd layer spaced apart [6.95 * 0.3] = the remaining velocity is estimated to 2m/s. eventually, you will gain a lot of speed.
lets assume it takes 1 second to pass a meter (just for example sake)(this is very unrealistic on speed but just different converting of unites per [ex: mil-second = 1000/ 1 second, but in our case for this example we will be using 1meter / 1 second (which i do realise is unrealistic, jsut abre with me and it will make sense and then some one can convert how many mil-seconds it takes to pass a block)]
you fall faster as you go on hence covering more blocks per second.
so if i fall off of a cliff, with our unrealistic measurements, i would be going 1 block per second, and then as i fall, i will start to accelerate, eventually reaching 2 blocks per second. then 3 blocks per second, then 4 blocks per second, then eventually 5 blocks per second giving me enough velocity to break through glass but if i keep falling, ill eventually make it to terminal velocity.
breaking glass doesnt consume 5 velocity (takes 5 velocity to break)
impact of glass reduces your velocity by 30%
then imediate stop by solid ground makes your current velocity go from total velocity to 0.
No Support.