I want colored glass for 1.4. Yeah, it's a bit of a pipe dream but we got rotatable logs and that was a pretty popular suggestion in Suggestions. And colored glass might be a little more complicated but I'm still hoping for it.
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Under no circumstances do I want villagers building ugly little houses in my world. That's my job. Link Removed
Am i correct asuming that if you are not a modder or a mod user that the api will mean nothing to a player?
Yes and no.
Mojang has stated that they hope to use the API themselves. That could mean faster development for new features (once all the API work is done). It could also mean some official mods from Mojang themselves that add optional features.
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Tis far better to be a witty fool than a foolish wit.
Certainly what I expect is updates on Adventure Mode. Probably by using a txt file to select:
-Which blocks can be mined (selecting their IDs)
-If buttons/levers/tripwires can or cannot interact with the player
-types of mob that can or cannot spawn on dark areas
-turn on/off creepers/ghasts block damage
-turn on/off explosions altogether
-possibility of using beds to reset spawn even if it's day
-and other options...
Also, new features on redstone:
-Some kind of Redstone block for transmitting signal up/downwards on a 1x1 shaft space.
-Maybe a compact Bud-Switch?
-Maybe compact blocks for Logic Gates? (AND, NOR, XOR, etc)
-A clock/pulser block that once powered sends redstone signal multiple times at set delay
-Something similar to the ALLOCATOR block
New decorative blocks and features:
-Marble
-Marble stairs/slabs
-Netherbrick slabs
-Maybe vertical slabs?
-Rotating fences (just like Logs are now)
-Rotating planks
-Multiple colored fences and pressure plates depending on the wood used
-More placeable items, like signed books for example.
-Bookshelves as book containers.
I still don't know what fricking MOD API is! I am confused about it from when it was announced, and no one wants to tell me! What is it? I might sound stupid, but i really want to know whta it is.
API = Application Programming Interface
Basically, it is / will be a standardized set of functions for making changes (Mods) to the game. So, for examply, if you want to add unicorns to the game and I want to add bears to the game, we have a way to do it the same way. This results in way less chance of our two mods conflicting and both of us not having to rip into all sorts of parts of the game's source code to figure out how to do it.
Certainly what I expect is updates on Adventure Mode. Probably by using a txt file to select:
-Which blocks can be mined (selecting their IDs)
-If buttons/levers/tripwires can or cannot interact with the player
-types of mob that can or cannot spawn on dark areas
-turn on/off creepers/ghasts block damage
-turn on/off explosions altogether
-possibility of using beds to reset spawn even if it's day
-and other options...
Also, new features on redstone:
-Some kind of Redstone block for transmitting signal up/downwards on a 1x1 shaft space.
-Maybe a compact Bud-Switch?
-Maybe compact blocks for Logic Gates? (AND, NOR, XOR, etc)
-A clock/pulser block that once powered sends redstone signal multiple times at set delay
-Something similar to the ALLOCATOR block
New decorative blocks and features:
-Marble
-Marble stairs/slabs
-Netherbrick slabs
-Maybe vertical slabs?
-Rotating fences (just like Logs are now)
-Rotating planks
-Multiple colored fences and pressure plates depending on the wood used
-More placeable items, like signed books for example.
-Bookshelves as book containers.
Too optimistic?
Programmable Redstone Block was revealed by Jeb!!
>Link to the topic
The only thing i really care about is that they finally fix or rewrite the rendering engine in 1.4... I really hate all the lightning bugs and "invisible" chunks. This is way more important to me than adding new content to the game.
The only thing i really care about is that they finally fix or rewrite the rendering engine in 1.4... I really hate all the lightning bugs and "invisible" chunks. This is way more important to me than adding new content to the game.
Rewriting the lighting engine and adding the Mod API are probably the features I most look forwards to.
I want colored glass for 1.4. Yeah, it's a bit of a pipe dream but we got rotatable logs and that was a pretty popular suggestion in Suggestions. And colored glass might be a little more complicated but I'm still hoping for it.
I've been wanting stained glass since I discovered wool dyeing!
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All that is necessary for evil to triumph is for good men to do nothing.
I've been wanting stained glass since I discovered wool dyeing!
Stained glass would be cool, but it's prolly not a high priority. X3
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"There are many things in this world, malign things. If you come with me, you will be sparred, if you stay here, I pity your foolishness." -Tzun Lajn (Me)
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
With all these major improvements to the landscape, the advent of large biomes, temples, village trading, and I'm sure just a slew of other fascinating stuff coming in 1.4, it feels like the OverWorld is getting a major transition back to 'really interesting' and players getting lots of new reasons to get out of the cave and explore around the overworld. We're also seeing improvements to boating and carting, minecarts being pushable with impulse. I like this trend to mobility, I think it's very awesome.
I would love to see more progress in this direction, and the inclusion of new and rare alien biomes like the "Mushroom Biome" would be smashing additions. I'd love to see a "Red Sands" biome, or a "Dark Swamp" biome... a 'lowlands' biome or a 'sinkhole' .. few new fascinating block types and you'd have me hooked!
Here's some really NICE additions to world flavor that could be considered.
Quicksand in some shape or form would be cool... I would like to see MIST in certain biomes, or FOG... and other variant cloud activity instead of just a layer at XXX height. Variations of the Extreme Hills Biome, for Jungle, Desert, Taiga and so on would be great. These would all make the map a little more interesting to look at.
And we'd all love to see new mobs, passive and hostile, but those can come with time.
The #1 addition that I want to see in 1.4. Is an improvement to MAPS in multiplayer. We're still getting the 'crease' glitch. You still can't change the zoom scope of a map. And you still can't copy a map. Adding these three aspects would make all these improvements to the overworld, just that much greater.
Yep! And it's an Adventure mode tool, you won't be able to craft it.
!! I'm really excited about it!
MineCraft and Silverbel, I'd +1 you guys, but I'm out of reps for today :/ lol
The problem with the addition of new biomes from now on is the whining of the community regarding having to create a new world or explore further on their worlds just to see ugly borders around this new biomes. I'm OK with it though...
Yep! And it's an Adventure mode tool, you won't be able to craft it.
Unless you make a mod which adds a recipe for the block
In all seriousness, I like the direction that Dinnerbone has gone with the API, at least with the initial outline. It looks very much like Mod Loader at the moment with a much stronger emphasis on server resources (as should be expected). There is a functional equivalent of the Base Mod class that Rigusami wrote in Mod Loader that mod developers need to inherit derived classes from that includes access to other aspects of the API, including some work on an "Entity" generic class that you can use to create new blocks, items, and mobs.
As expected, stuff like Optifine will likely always need to be a traditional "crack open the minecraft.jar file" modification to the game as will some of the the more exotic kinds of mods that dig deep into the code, but for adding something like a Ruby or a Ghoul into the game, that should be pretty straight forward.
I just want to see what will happen if you want to go off the beaten path and do something really crazy, like the Aether mod. I hope that mods of that nature can be added to the game, or something like the Zepplin mod.
One of the really cool things I expect to see in the API that will make it awesome though, is to have servers introduce new blocks and mobs where clients won't need to download mods (or "plug-ins") in order to use that kind of content. In other words, if you want to try out some kinds of mods that have new blocks and such, all you need to do is just log into a server to check it out. The "textures" for those new things will be a part of the "optional" download from the server sent to the client, as it will only be textures that you will need to have on the client itself.
For all those folks who have complained about the SSP/SMP merger, this next update to 1.4 is where it will all start to make sense.
Secondary non-monster sources of all materials and items so that it's possible to do everything in peaceful that you can in the non peaceful difficulties. Like say a fossil ore that gives you bones so you can tame wolves.
To those who would say they should only work on the API, they will need to add a few things just so they can make sure their API stuff works. After all they have said they would like to use the API themselves.
Interesting thought, though not very original, and it raises the same question I always ask:
What good are wolves on Peaceful? Protecting you from sheep?
The #1 addition that I want to see in 1.4. Is an improvement to MAPS in multiplayer. We're still getting the 'crease' glitch. You still can't change the zoom scope of a map. And you still can't copy a map. Adding these three aspects would make all these improvements to the overworld, just that much greater.
False. I can do that rather easily, and I do on my server.
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I hope they add some of the stuff off of the planned features list (http://www.minecraftwiki.net/wiki/Upcoming_features). Also, it would be good if they fixed up a couple of biomes, especially swamps and the snow biomes.
Link Removed
Mojang has stated that they hope to use the API themselves. That could mean faster development for new features (once all the API work is done). It could also mean some official mods from Mojang themselves that add optional features.
-Which blocks can be mined (selecting their IDs)
-If buttons/levers/tripwires can or cannot interact with the player
-types of mob that can or cannot spawn on dark areas
-turn on/off creepers/ghasts block damage
-turn on/off explosions altogether
-possibility of using beds to reset spawn even if it's day
-and other options...
Also, new features on redstone:
-Some kind of Redstone block for transmitting signal up/downwards on a 1x1 shaft space.
-Maybe a compact Bud-Switch?
-Maybe compact blocks for Logic Gates? (AND, NOR, XOR, etc)
-A clock/pulser block that once powered sends redstone signal multiple times at set delay
-Something similar to the ALLOCATOR block
New decorative blocks and features:
-Marble
-Marble stairs/slabs
-Netherbrick slabs
-Maybe vertical slabs?
-Rotating fences (just like Logs are now)
-Rotating planks
-Multiple colored fences and pressure plates depending on the wood used
-More placeable items, like signed books for example.
-Bookshelves as book containers.
Too optimistic?
What? WHAT?
What manner of sorcery is this?
Risugami ( ModLoader guy ) made Spawner GUI, a way of changing mob spawners without MCEdit.
API = Application Programming Interface
Basically, it is / will be a standardized set of functions for making changes (Mods) to the game. So, for examply, if you want to add unicorns to the game and I want to add bears to the game, we have a way to do it the same way. This results in way less chance of our two mods conflicting and both of us not having to rip into all sorts of parts of the game's source code to figure out how to do it.
cheers
Programmable Redstone Block was revealed by Jeb!!
>Link to the topic
Looks like my optimism was actually justified!!
Yep! And it's an Adventure mode tool, you won't be able to craft it.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Rewriting the lighting engine and adding the Mod API are probably the features I most look forwards to.
I've been wanting stained glass since I discovered wool dyeing!
I would love to see more progress in this direction, and the inclusion of new and rare alien biomes like the "Mushroom Biome" would be smashing additions. I'd love to see a "Red Sands" biome, or a "Dark Swamp" biome... a 'lowlands' biome or a 'sinkhole' .. few new fascinating block types and you'd have me hooked!
Here's some really NICE additions to world flavor that could be considered.
Quicksand in some shape or form would be cool... I would like to see MIST in certain biomes, or FOG... and other variant cloud activity instead of just a layer at XXX height. Variations of the Extreme Hills Biome, for Jungle, Desert, Taiga and so on would be great. These would all make the map a little more interesting to look at.
And we'd all love to see new mobs, passive and hostile, but those can come with time.
The #1 addition that I want to see in 1.4.
Is an improvement to MAPS in multiplayer. We're still getting the 'crease' glitch. You still can't change the zoom scope of a map. And you still can't copy a map. Adding these three aspects would make all these improvements to the overworld, just that much greater.
!! I'm really excited about it!
MineCraft and Silverbel, I'd +1 you guys, but I'm out of reps for today :/ lol
The problem with the addition of new biomes from now on is the whining of the community regarding having to create a new world or explore further on their worlds just to see ugly borders around this new biomes. I'm OK with it though...
Unless you make a mod which adds a recipe for the block
In all seriousness, I like the direction that Dinnerbone has gone with the API, at least with the initial outline. It looks very much like Mod Loader at the moment with a much stronger emphasis on server resources (as should be expected). There is a functional equivalent of the Base Mod class that Rigusami wrote in Mod Loader that mod developers need to inherit derived classes from that includes access to other aspects of the API, including some work on an "Entity" generic class that you can use to create new blocks, items, and mobs.
As expected, stuff like Optifine will likely always need to be a traditional "crack open the minecraft.jar file" modification to the game as will some of the the more exotic kinds of mods that dig deep into the code, but for adding something like a Ruby or a Ghoul into the game, that should be pretty straight forward.
I just want to see what will happen if you want to go off the beaten path and do something really crazy, like the Aether mod. I hope that mods of that nature can be added to the game, or something like the Zepplin mod.
One of the really cool things I expect to see in the API that will make it awesome though, is to have servers introduce new blocks and mobs where clients won't need to download mods (or "plug-ins") in order to use that kind of content. In other words, if you want to try out some kinds of mods that have new blocks and such, all you need to do is just log into a server to check it out. The "textures" for those new things will be a part of the "optional" download from the server sent to the client, as it will only be textures that you will need to have on the client itself.
For all those folks who have complained about the SSP/SMP merger, this next update to 1.4 is where it will all start to make sense.
Version 2.1 now updated for MC 1.6.2
Interesting thought, though not very original, and it raises the same question I always ask:
What good are wolves on Peaceful? Protecting you from sheep?
False. I can do that rather easily, and I do on my server.