Note the 3 commands are in 1 suggestion because they are related to each other, otherwise this would be a wishlist.
Custom Minecraft
Never need your mods again!
_________________________________________________
Hey everyone! I have finally got back on the Minecraft Forum, and I have decided to make a new suggestion that I hope many of you will love.
3 new commands to customize Minecraft to YOUR EXTENT using resource packs!
/customitem
/custommob
this last command doesn't need a resource pack.
/customplayer
/CustomItem will be able to make an item, you may need some knowledge to make it animate.
/customitem <name> <PNG File in resource pack you have on> [tool: true or false] [ if true, what type ] [durability if tool] [highest it can mine]
I forgot to note 2 things, this might have to be like /testfor where it only works with command blocks, due to how long the command can be, that is an example of the syntax. On the other hand, you will need the resource pack on for this to work. let's say I wanted to make a fire pickaxe. I would name the file in the resource pack to "firepickaxe.png". the spaces in the name are _ and also, the <> are required! the [] are not.
It will spawn an item called Fire Pickaxe that can mine anything obsidian and below, which means it cannot break bedrock. ( ._. ) and Bedrock is the only thing it cannot break. (except maybe command blocks and barriers...?)
/CustomMob can spawn a mob to your extent, not Herobrine though, I can get to that.
/custommob <skin type like Zombie has a different skin format in textures than players, so if I used the Char.png with a zombie skin, the char.png head shows on the zombie's butt.> <PNG file it uses> [hostile: true or false or neutral, neutral means hostile when attacked] [health] [tamed if wolf or ocelot: true or false]
so if I wanted a Giant that looked like a skeleton, I would do:
/custommob Giant skeleton.png true 20
It will spawn a giant skeleton that is hostile and has 20 health. (10 hearts)
Idea by: JonSM
Editing Mobs
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob's health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an instance of Bob
/CustomPlayer is like the NPC plugin, but can have more features.
/customplayer <name of player, Steve if name is invalid, if name is valid the player will be the player's skin> [health] [boss: true or false] [hostile: true, false, or neutral] [cape: valid names are mc2011 mc2012 mc2013 or mojang. these are if the player should have a cape. the "mc" means MineCon.]
Well, I'm not sure how all of this would work, but this could add the re-implementation of Humans. this could be something to add with the Name Changing coming up, I know these three commands can be hard to code, and I understand if the idea isn't good, so thank you if support.
I also understand if this could cause lag. I hate it too. I just thank you guys if you support.
The problem with all of these commands is that they aren't specific. The tool command doesn't mention which kinds of blocks the tool destroys, the mob command doesn't specify behavior, and the player command doesn't say what the player says (important for NPCs). Instead of having everything set from the parameters in the command, you should be able to create an item from a command (thereby saving it to a file) and then change it afterwards by using commands or directly modifying the file. If this is confusing, here is an example:
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob's health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an instance of Bob
Now the attributes won't be limited by how many you can fit in a command line, and the player can change as many as they want.
This would still be pretty limited. "No need for mods" is a long way away, and there are many things that couldn't be achieved with these three commands. I'm not sure how useful it would be besides for cosmetic changes, which can already be accomplished with resource packs.
The problem with all of these commands is that they aren't specific. The tool command doesn't mention which kinds of blocks the tool destroys, the mob command doesn't specify behavior, and the player command doesn't say what the player says (important for NPCs). Instead of having everything set from the parameters in the command, you should be able to create an item from a command (thereby saving it to a file) and then change it afterwards by using commands or directly modifying the file. If this is confusing, here is an example:
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob's health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an instance of Bob
Now the attributes won't be limited by how many you can fit in a command line, and the player can change as many as they want.
This would still be pretty limited. "No need for mods" is a long way away, and there are many things that couldn't be achieved with these three commands. I'm not sure how useful it would be besides for cosmetic changes, which can already be accomplished with resource packs.
okay, I dotn get if you are supporting or not, but your idea is great.
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Im an insult to Etho and Mindcrack, yet I am a fan of it
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I love the idea, this would be fantastic for adventure maps! My only issue with the suggestion is, as stated above by Jon, that this isn't quite specific enough. Perhaps a format more like
/customitem <name> <tool type (leave empty if no)> <max stack size> <texture> <item NBT data>
Yes? No? Possibly? Sort of?
I love the idea, this would be fantastic for adventure maps! My only issue with the suggestion is, as stated above by Jon, that this isn't quite specific enough. Perhaps a format more like
/customitem <name> <tool type (leave empty if no)> <max stack size> <texture> <item NBT data>
Yes? No? Possibly? Sort of?
You would put "no" in tool type if it isn't a tool.
Rollback Post to RevisionRollBack
Im an insult to Etho and Mindcrack, yet I am a fan of it
No, just no! There are mods for a reason, and the Plugin API is already in development, making this suggestion completely obsolete. And no, do not use the excuse that this is "easier" and "more convenient". Don't you dare! I have been down that road before and I will happily take it again.
"No more need for mods" - This will never, ever replace mods.
Simply put, while this would serve the same purpose as MCreator, it would be absolutely rubbish if you wanted anything more advanced than a reskinned Zombie or yet another new ore or pickaxe. For example, how would you make something like a Hydra, or a Fire Charge cannon? Advanced items and mobs will never be able to be created in-game without the use of external modification of some sort.
No, just no! There are mods for a reason, and the Plugin API is already in development, making this suggestion completely obsolete. And no, do not use the excuse that this is "easier" and "more convenient". Don't you dare! I have been down that road before and I will happily take it again.
"No more need for mods" - This will never, ever replace mods.
No support!
"There are mods for a reason" Mods do not have a reason except for adding 1 or 2 items, and I never said they were easier and more convenient.
and the "no more mods" means you don't have to code a new zombie when you can make a custom one.
Simply put, while this would serve the same purpose as MCreator, it would be absolutely rubbish if you wanted anything more advanced than a reskinned Zombie or yet another new ore or pickaxe. For example, how would you make something like a Hydra, or a Fire Charge cannon? Advanced items and mobs will never be able to be created in-game without the use of external modification of some sort.
As I said above, this cannot go beyond what I have put due to the way Minecraft works. And I agree that MCreator is rubbish, but I can't control minecraft, so this is the best these commands can do.
Rollback Post to RevisionRollBack
Im an insult to Etho and Mindcrack, yet I am a fan of it
What if you wanted to make something with custom attributes e.g. A ice sword the freezes the player or mob for 5 seconds or if you wanted to change the animations or duel wielding weapons and tools and so on. Also I do support it but it needs to add more stuff like what I've been saying (also it will NEVER replace mods)
This isn't all that useful, except for creating simple reskinned mobs or decorative blocks. You aren't going to be able to add logic like how Pistons work or unique AI for mobs without modding.
I'm going to go with no support, because this would be a lot of work to add for something that will never ever come close to what mods can do.
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This isn't all that useful, except for creating simple reskinned mobs or decorative blocks. You aren't going to be able to add logic like how Pistons work or unique AI for mobs without modding.
I'm going to go with no support, because this would be a lot of work to add for something that will never ever come close to what mods can do.
What if you wanted to make something with custom attributes e.g. A ice sword the freezes the player or mob for 5 seconds or if you wanted to change the animations or duel wielding weapons and tools and so on. Also I do support it but it needs to add more stuff like what I've been saying (also it will NEVER replace mods)
Read what I said above in the quote of DarkStar.
Rollback Post to RevisionRollBack
Im an insult to Etho and Mindcrack, yet I am a fan of it
Your argument confuses me then. Either you were saying that mods never add more than one or two items (which is a ridiculous claim, see the Aether or Redpower or Industrialcraft, or the mod my friend was making that allowed near total control of world generation) or you are saying this would be designed for adding 1 or 2 custom blocks, which is my point.
Custom Item is extremely limited. How do you define if it is an edible item like a potion or food item? How do you decide how much Hunger it restores, or if it gives a potion effect? What if you want a new potion effect? How do you specify how it is crafted? Is there a way to add a recipe to craft the item? What about making it a mob drop? Can you make so it is made by brewing or in a furnace? How do you define what items are dropped when blocks are broken by a tool? What about how much durability is used when it is used on a block (Swords take two damage when breaking blocks if I recall). Speaking of, what about weapons? Need a damage stat to define. Can it do armor? If so you need to define equipment slot and how much damage it reduces.
Can it actually do blocks now that I look at it again? Blocks are technically items too. How do you define blast resistance or mining time or mining tool? What if you want it to drop different things with different tools similar to how Silk Touch works? Can it have multiple states? Can it decay naturally?
For custom mobs, what if you want a different model? What about defining damage? I'm pretty sure Zombies have a natural armor rating, better be able to define that. What about tamed mob AI? Wolves are more diligent followers after all, and attack your enemies. Ocelots wander and don't attack. Can you make mobs avoid them like Creepers and Ocelots? What about making a mob hunt other mobs like Wolves and Sheep? How do you define spawn conditions, like light or in water or things like that? What if you want it to fly like a bat? Or slow fall like a Chicken? Or teleport? What if you want to combine AI and make a mob that runs away like when you hit a passive mob, but only if you look at it like aggroing an Enderman? What about putting it only in one dimension?
For custom player, why not just add a cape variable to the custom mob and use the player model as the base?
Lots of unanswered questions and variables to define. So either this will take months of work to implement or will be next to useless compared to a mod. Most likely both.
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"There are mods for a reason" Mods do not have a reason except for adding 1 or 2 items, and I never said they were easier and more convenient.
and the "no more mods" means you don't have to code a new zombie when you can make a custom one.
That is where you are completely wrong! Mods add MUCH, MUCH more than 2 items, and some don't even add items. Why would you even say that? Also, when I say "there are mods for a reason", I mean they exist for a reason, and shouldn't be tampered with by things like this.
Also, your statements contradict each other; you said "I never said that it was easier", then just contradict that with that last statement. I also never said that you said it was more easier, I was merely stating do not use that excuse, even though you ironically did here.
Also, the main thing that makes this suggestion pointless is the fact that the Plugin API is in development (ever heard of it?), and that would make this obsolete, or vice versa if that is the case, which it won't be.
I kinda agree with DarkStar634, you can just relax and chill with not having to to anything with mods. And you need to be more specific "Mods are there for a reason" is a good example i agree only a little bit with you but there need to be something like special effects on the items like "Freeze V" and to specify the /custommob a little more.
Never need your mods again!
_________________________________________________
3 new commands to customize Minecraft to YOUR EXTENT using resource packs!
/customitem
/custommob
this last command doesn't need a resource pack.
/customplayer
/CustomItem will be able to make an item, you may need some knowledge to make it animate.
/customitem <name> <PNG File in resource pack you have on> [tool: true or false] [ if true, what type ] [durability if tool] [highest it can mine]
I forgot to note 2 things, this might have to be like /testfor where it only works with command blocks, due to how long the command can be, that is an example of the syntax. On the other hand, you will need the resource pack on for this to work. let's say I wanted to make a fire pickaxe. I would name the file in the resource pack to "firepickaxe.png". the spaces in the name are _ and also, the <> are required! the [] are not.
/customitem Fire_Pickaxe firepickaxe.png true pickaxe 100 obsidian
It will spawn an item called Fire Pickaxe that can mine anything obsidian and below, which means it cannot break bedrock. ( ._. ) and Bedrock is the only thing it cannot break. (except maybe command blocks and barriers...?)
/CustomMob can spawn a mob to your extent, not Herobrine though, I can get to that.
/custommob <skin type like Zombie has a different skin format in textures than players, so if I used the Char.png with a zombie skin, the char.png head shows on the zombie's butt.> <PNG file it uses> [hostile: true or false or neutral, neutral means hostile when attacked] [health] [tamed if wolf or ocelot: true or false]
so if I wanted a Giant that looked like a skeleton, I would do:
/custommob Giant skeleton.png true 20
It will spawn a giant skeleton that is hostile and has 20 health. (10 hearts)
Idea by: JonSM
Editing Mobs
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob's health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an instance of Bob
/CustomPlayer is like the NPC plugin, but can have more features.
/customplayer <name of player, Steve if name is invalid, if name is valid the player will be the player's skin> [health] [boss: true or false] [hostile: true, false, or neutral] [cape: valid names are mc2011 mc2012 mc2013 or mojang. these are if the player should have a cape. the "mc" means MineCon.]
Well, I'm not sure how all of this would work, but this could add the re-implementation of Humans. this could be something to add with the Name Changing coming up, I know these three commands can be hard to code, and I understand if the idea isn't good, so thank you if support.
I also understand if this could cause lag. I hate it too. I just thank you guys if you support.
// ZelefantPlaysMC_22
pretty good mod. try it.
/custommob create "Bob" - creates a mob called Bob
/custommob set health "Bob" 10 - sets Bob's health to 10
/custommob get health "Bob" - prints Bob's health
/custommob spawn "Bob" - creates an instance of Bob
Now the attributes won't be limited by how many you can fit in a command line, and the player can change as many as they want.
This would still be pretty limited. "No need for mods" is a long way away, and there are many things that couldn't be achieved with these three commands. I'm not sure how useful it would be besides for cosmetic changes, which can already be accomplished with resource packs.
pretty good mod. try it.
/customitem <name> <tool type (leave empty if no)> <max stack size> <texture> <item NBT data>
Yes? No? Possibly? Sort of?
pretty good mod. try it.
"No more need for mods" - This will never, ever replace mods.
No support!
and the "no more mods" means you don't have to code a new zombie when you can make a custom one.
As I said above, this cannot go beyond what I have put due to the way Minecraft works. And I agree that MCreator is rubbish, but I can't control minecraft, so this is the best these commands can do.
pretty good mod. try it.
http://www.minecraftforum.net/topic/1411305-implementing-notchs-dragon-the-dragon-thread-100-voted-yes/
Minecraft needs Gryphons and Dragons!
I'm going to go with no support, because this would be a lot of work to add for something that will never ever come close to what mods can do.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
pretty good mod. try it.
Resource packs recently gained the ability to define block shapes. Could this work the same way, defining mob shapes and AI in resource packs?
Your argument confuses me then. Either you were saying that mods never add more than one or two items (which is a ridiculous claim, see the Aether or Redpower or Industrialcraft, or the mod my friend was making that allowed near total control of world generation) or you are saying this would be designed for adding 1 or 2 custom blocks, which is my point.
Custom Item is extremely limited. How do you define if it is an edible item like a potion or food item? How do you decide how much Hunger it restores, or if it gives a potion effect? What if you want a new potion effect? How do you specify how it is crafted? Is there a way to add a recipe to craft the item? What about making it a mob drop? Can you make so it is made by brewing or in a furnace? How do you define what items are dropped when blocks are broken by a tool? What about how much durability is used when it is used on a block (Swords take two damage when breaking blocks if I recall). Speaking of, what about weapons? Need a damage stat to define. Can it do armor? If so you need to define equipment slot and how much damage it reduces.
Can it actually do blocks now that I look at it again? Blocks are technically items too. How do you define blast resistance or mining time or mining tool? What if you want it to drop different things with different tools similar to how Silk Touch works? Can it have multiple states? Can it decay naturally?
For custom mobs, what if you want a different model? What about defining damage? I'm pretty sure Zombies have a natural armor rating, better be able to define that. What about tamed mob AI? Wolves are more diligent followers after all, and attack your enemies. Ocelots wander and don't attack. Can you make mobs avoid them like Creepers and Ocelots? What about making a mob hunt other mobs like Wolves and Sheep? How do you define spawn conditions, like light or in water or things like that? What if you want it to fly like a bat? Or slow fall like a Chicken? Or teleport? What if you want to combine AI and make a mob that runs away like when you hit a passive mob, but only if you look at it like aggroing an Enderman? What about putting it only in one dimension?
For custom player, why not just add a cape variable to the custom mob and use the player model as the base?
Lots of unanswered questions and variables to define. So either this will take months of work to implement or will be next to useless compared to a mod. Most likely both.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
That is where you are completely wrong! Mods add MUCH, MUCH more than 2 items, and some don't even add items. Why would you even say that? Also, when I say "there are mods for a reason", I mean they exist for a reason, and shouldn't be tampered with by things like this.
Also, your statements contradict each other; you said "I never said that it was easier", then just contradict that with that last statement. I also never said that you said it was more easier, I was merely stating do not use that excuse, even though you ironically did here.
Also, the main thing that makes this suggestion pointless is the fact that the Plugin API is in development (ever heard of it?), and that would make this obsolete, or vice versa if that is the case, which it won't be.
I kinda agree with DarkStar634, you can just relax and chill with not having to to anything with mods. And you need to be more specific "Mods are there for a reason" is a good example i agree only a little bit with you but there need to be something like special effects on the items like "Freeze V" and to specify the /custommob a little more.
No support, it's obvious that this will not be better than mods. And when you say no need for mods is absurd and mods do have a reason.
If you like threads about mobs, then my threads are mainly about that: http://www.minecraftforum.net/members/AGmantheAG/threads
ok this is cool and i tried and wumbo on man
Good idea
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