The Meaning of Life, the Universe, and Everything.
Location:
Floating in space somewhere
Join Date:
6/25/2010
Posts:
79
Location:
Phendrana Drifts
Minecraft:
NTedNinja64
Member Details
Repair seems like a good idea. Upgrade would be nice for when you have a wooden axe and have stone. Wood axe + stone = stone axe.
I have one idea that I got out of looking at the visual aid for the water well. Pulley style elevators. For when you want to dig straight down but not waste time/resources on ladders and steps inside your walls. It would of course need a set length limit I'd say about 50 vertical units but that would cover a lot for cheap. Set one up in a corner and have another at it's lowest level cap next to that and you have a way out of a huge vertical only hole. It beats making steps in the wall. And it would be more fun.
Rollback Post to RevisionRollBack
Have you ever had a dream that you, um, you had, your, you- you could, you’ll do, you- you wants, you, you could do so, you- you’ll do, you could- you, you want, you want them to do you so much you could do anything? - Best. Quote. Ever.
When they die, they would drop a few pieces of whatever terrain they are, making Iron elementals dangerous hunts, as well as rewarding. The exception being Lava, since you don't want lava to drop after a kill, so they would just be strong enemies that lurk near lava spawns beating your ass and making spelunking that much more exciting/frustrating.
That sounds really cool, actually. Kill a lava elemental and then a source block of lava is placed. It'd be like it lost its form and turned into a pool. :ohmy.gif:
The lava from an elemental could disappear after a day or so, to prevent spam.
I'm trying to come up with an idea for the pulley system, actually, but my primary idea is just too complicated. It would involved placing down the actual pulley and it would cover four spaces two of which would not clip so you could go through them, and the length of rope would hang down about ten or so blocks in the middle of the non-clipping area, and to make it go farther you'd have to get yourself a rather complex system goin' on, or maybe have it stop and let you off at certain points. You'd have your platform, on one block-area, and hanging next to it would be the rope you would repeatedly right-click, or something. I dunno. Just seems too advanced for how the system is right now.
As for the lava elemental, the primary reason I wouldn't want it to spawn a black of lava is mainly because killing it with anything but a bow is a death sentence unless you've got water nearby. Maybe it could spawn a block that's at the last part of the drainage step, so it couldn't spread anywhere?
As for the lava elemental, the primary reason I wouldn't want it to spawn a black of lava is mainly because killing it with anything but a bow is a death sentence unless you've got water nearby. Maybe it could spawn a block that's at the last part of the drainage step, so it couldn't spread anywhere?
Doesn't lava spread slowly? I figured there'd be enough time to get out of the way, coupled with the fact that monsters bounce back when you hit them.
That's not a bad idea, Dragoncurse, though I'm trying my best to avoid getting all recursive and making crafting ideas require my other crafting ideas. If I did that, than the OP would STUPID huge. Many of my ideas I haven't put down involve my other ideas, har.
Perhaps, Craww, but it's mostly just a way to make them not be TOO much of an inconvenience. Imagine knocking one into a diamond pit you're currently mining, or into your tree farm if it's too close to a large magma pit you're using. They're already set to be the strongest elemental that spawn in less than favorable circumstances.
Perhaps, Craww, but it's mostly just a way to make them not be TOO much of an inconvenience. Imagine knocking one into a diamond pit you're currently mining, or into your tree farm if it's too close to a large magma pit you're using. They're already set to be the strongest elemental that spawn in less than favorable circumstances.
Eh, to each his own. I guess it could be frustrating to some people.
Aye. I personally would just see it as my being dumb and knocking a known hazard into something important, but I also understand that I'm one of those guys that just see a game kicking my ass, fairly or unfairly, a challenge, so it's mostly an individual taste kind of thing.
Hey, maybe it would drop nothing on peaceful and normal, but drop some magma on Hard?
Hey, maybe it would drop nothing on peaceful and normal, but drop some magma on Hard?
Sounds like a plan. :biggrin.gif: I'm partial to a config option so it can be turned on/off for all the difficulties, but tying it to difficulty is nice and simple. Notch likes keeping most things simple.
And maybe the magma would make a much smaller pool than your average source block. I mean you have a point. That's a lot of magma from one mob.
Yeah. I like keeping things nice and simple, too. Much more chance my ideas might inspire our dear Notch.
The size of their head would be a full block, but I still think it would be better to have a small amount of magma drop instead of a hole block of it. This is a game, after all, and necessary breaks from reality and the expected to increase the fun factor is an absolute must.
Yeah. I like keeping things nice and simple, too. Much more chance my ideas might inspire our dear Notch.
The size of their head would be a full block, but I still think it would be better to have a small amount of magma drop instead of a hole block of it. This is a game, after all, and necessary breaks from reality and the expected to increase the fun factor is an absolute must.
Sounds like fun to me! :smile.gif:
I love these ideas, by the way, and the pictures are an awesome way to make them fun to read. Congrats on a superb thread. You really sound like you know what you're talking about.
Thanks! I figured I had to do something to make it stand out, otherwise those blocks of paragraphs would be a huge turn-off for most people. Who knows, maybe they still are?
I've got some ideas coming up real soon. My own take on the whole "Lock and Key" thing, and an idea for a ghost-like mob that has three versions. I think I'll spend some time after I'm done with the art for these thinking up a pump-like construction...
Thanks! I figured I had to do something to make it stand out, otherwise those blocks of paragraphs would be a huge turn-off for most people. Who knows, maybe they still are?
I've got some ideas coming up real soon. My own take on the whole "Lock and Key" thing, and an idea for a ghost-like mob that has three versions. I think I'll spend some time after I'm done with the art for these thinking up a pump-like construction...
Nice! I had a ghost idea in a wordpad somewhere, but it became too complex and then I realized that my version really wasn't a match for Minecraft. Still trying to revise it. Can't wait to see your take on it, though! :smile.gif:
I won't even touch the security world, though. I hope you have a better solution than most people. You'll have quite a debate on your hands if you don't. :laugh.gif:
Yeah, I'm prepared to edit the **** out of my Lock and Key concept, but whatever. It's a major things a ton of people want (but don't need right now), so I recognize that it's a touchy subject. My way's a bit complex, but then again, having a lock and key should be a privilege, and not only that, but it's a generally high-level thing, anyway.
Gold swords and tools are as weak as wood, so they wouldn't be able to break a lock. I think locks shouldn't be breakable without a diamond tool, but they can be picked with a lock pick.
I have a different idea about how locks should work. My idea on locksmithing probably wouldn't work without a special locksmithing table, though.
The locksmithing window would be more akin to the furnace window, except the input slot is for a metal bar or diamond chunk, with fuel underneath, and then a series of 4 blank spaces for numbers (or maybe letters too) to the right, these set the tumblers. Further to the right are two output slots, one is locks, the other is keys.
The user then chooses to create a lock with a key set, or a double key set with the chosen tumbler code.
The first option provides one lock and 4 keys that can be examined at a locksmith station to reveal their combination. This is done by putting the item in the input, which then sets the tumbler combo to the one on the locks/keys. They can be recycled this way if the combination is changed after they are placed in and processed.
The second option will provide 8 keys for a bar/diamond, or only 4 keys if a lock is placed in as the input.
Keys can also be placed in the input and output 1 for 1.
Different lock materials would mean different strength, key materials would need to be equal to or better than the lock to be used without taking damage.
Gold locks would be the weakest, but I imagine they'd be able to be imbued with some kind of enchantment. Something like a trap, so if the wrong key is used, the lock could then set fire to the tile it's over. This of course would be a bad move on the creators part if whatever the lock guards is made of wood. But mind you, that's assuming this idea is implemented, and magic is.
When using a lock it would affix itself to a door/chest and only be removable with a special tool. Without the tool being used to remove it, the lock's material strength is given to the door, excluding gold. The lock stays on the door, and the door can only be toggled by people in possession of the key.
By now you're probably asking how the system will handle multiple keys if they're stacked, but unique.
There is a serverside file with each combination each player has in the order they got them. If a player has a stack of 64 keys selected (I think that should be the maximum for any one user in a server, why they'd accumulate that many is beyond me), right clicking to place one will drop their first key collected into that inventory slot, if that key is then placed in a locksmith, the combination will read the first on the list. So when the keys are lumped, the data is not actively read until a locked door checks to see if they are allowed to open it, or the key is separated from the lump sum in their inventory.
If a player creates a second stack of keys while cycling through to get to a single key, that number of keys in that list could be sectioned as group A, the next key is B, and the remaining stack of keys is C, so group A would grow by 1 key until a single one is isolated. It can then be assumed that the player has stacked the rest of the keys together, so all but one key is group A. And that is how the keys will retain code information. If a new key is added, but the code is already present, that key should be positioned at the end of the list. This key can then be removed at the player's discretion.
Ultimately, this would encourage players not to abuse locks, while they might put one on everything, they could use only one tumbler combo if they so wished.
Keys that were not directly held by players may present a problem. But it can be assumed the player would have at least one of each of their keys on them at a time, and thus not remove duplicates until someone else picked a dropped key up, or it despawns. I assume player to player trading windows will be added, in which case key transfers should be relatively simple.
Yeah, see those aren't bad ideas (in fact, I think you could clean it up a bit and make your own post), but it just adds several layers of complexities that I don't think would fit in minecraft as it is right now or in the near future. Hell, right now, I don't think MY idea would sit well with most folk.
And as for using Gold, it was mostly the rarity of the material more than any real strength that I was going for. So neither the average joe or the only dude with diamond could bust a lock in an emergency (or for malicious intents).
I have one idea that I got out of looking at the visual aid for the water well. Pulley style elevators. For when you want to dig straight down but not waste time/resources on ladders and steps inside your walls. It would of course need a set length limit I'd say about 50 vertical units but that would cover a lot for cheap. Set one up in a corner and have another at it's lowest level cap next to that and you have a way out of a huge vertical only hole. It beats making steps in the wall. And it would be more fun.
Have you ever had a dream that you, um, you had, your, you- you could, you’ll do, you- you wants, you, you could do so, you- you’ll do, you could- you, you want, you want them to do you so much you could do anything? - Best. Quote. Ever.
That sounds really cool, actually. Kill a lava elemental and then a source block of lava is placed. It'd be like it lost its form and turned into a pool. :ohmy.gif:
The lava from an elemental could disappear after a day or so, to prevent spam.
As for the lava elemental, the primary reason I wouldn't want it to spawn a black of lava is mainly because killing it with anything but a bow is a death sentence unless you've got water nearby. Maybe it could spawn a block that's at the last part of the drainage step, so it couldn't spread anywhere?
The spear, it would need 2 differences, then.
1 as weapon,
[iron]
[iron]
and 1 as for hunting tool
[iron]
[iron]
Iron = Air
Log = stick
Sponge = Stone, Iron, Gold, you get it.
Obsidian = Wood
Dirt = rope
:biggrin.gif:
I just got uuuh... BSoD on Touhou. Wat.
Doesn't lava spread slowly? I figured there'd be enough time to get out of the way, coupled with the fact that monsters bounce back when you hit them.
Perhaps, Craww, but it's mostly just a way to make them not be TOO much of an inconvenience. Imagine knocking one into a diamond pit you're currently mining, or into your tree farm if it's too close to a large magma pit you're using. They're already set to be the strongest elemental that spawn in less than favorable circumstances.
Eh, to each his own. I guess it could be frustrating to some people.
Hey, maybe it would drop nothing on peaceful and normal, but drop some magma on Hard?
Sounds like a plan. :biggrin.gif: I'm partial to a config option so it can be turned on/off for all the difficulties, but tying it to difficulty is nice and simple. Notch likes keeping most things simple.
And maybe the magma would make a much smaller pool than your average source block. I mean you have a point. That's a lot of magma from one mob.
The size of their head would be a full block, but I still think it would be better to have a small amount of magma drop instead of a hole block of it. This is a game, after all, and necessary breaks from reality and the expected to increase the fun factor is an absolute must.
Sounds like fun to me! :smile.gif:
I love these ideas, by the way, and the pictures are an awesome way to make them fun to read. Congrats on a superb thread. You really sound like you know what you're talking about.
I've got some ideas coming up real soon. My own take on the whole "Lock and Key" thing, and an idea for a ghost-like mob that has three versions. I think I'll spend some time after I'm done with the art for these thinking up a pump-like construction...
Nice! I had a ghost idea in a wordpad somewhere, but it became too complex and then I realized that my version really wasn't a match for Minecraft. Still trying to revise it. Can't wait to see your take on it, though! :smile.gif:
I won't even touch the security world, though. I hope you have a better solution than most people. You'll have quite a debate on your hands if you don't. :laugh.gif:
Yeah, I'm prepared to edit the **** out of my Lock and Key concept, but whatever. It's a major things a ton of people want (but don't need right now), so I recognize that it's a touchy subject. My way's a bit complex, but then again, having a lock and key should be a privilege, and not only that, but it's a generally high-level thing, anyway.
The locksmithing window would be more akin to the furnace window, except the input slot is for a metal bar or diamond chunk, with fuel underneath, and then a series of 4 blank spaces for numbers (or maybe letters too) to the right, these set the tumblers. Further to the right are two output slots, one is locks, the other is keys.
The user then chooses to create a lock with a key set, or a double key set with the chosen tumbler code.
The first option provides one lock and 4 keys that can be examined at a locksmith station to reveal their combination. This is done by putting the item in the input, which then sets the tumbler combo to the one on the locks/keys. They can be recycled this way if the combination is changed after they are placed in and processed.
The second option will provide 8 keys for a bar/diamond, or only 4 keys if a lock is placed in as the input.
Keys can also be placed in the input and output 1 for 1.
Different lock materials would mean different strength, key materials would need to be equal to or better than the lock to be used without taking damage.
Gold locks would be the weakest, but I imagine they'd be able to be imbued with some kind of enchantment. Something like a trap, so if the wrong key is used, the lock could then set fire to the tile it's over. This of course would be a bad move on the creators part if whatever the lock guards is made of wood. But mind you, that's assuming this idea is implemented, and magic is.
When using a lock it would affix itself to a door/chest and only be removable with a special tool. Without the tool being used to remove it, the lock's material strength is given to the door, excluding gold. The lock stays on the door, and the door can only be toggled by people in possession of the key.
By now you're probably asking how the system will handle multiple keys if they're stacked, but unique.
There is a serverside file with each combination each player has in the order they got them. If a player has a stack of 64 keys selected (I think that should be the maximum for any one user in a server, why they'd accumulate that many is beyond me), right clicking to place one will drop their first key collected into that inventory slot, if that key is then placed in a locksmith, the combination will read the first on the list. So when the keys are lumped, the data is not actively read until a locked door checks to see if they are allowed to open it, or the key is separated from the lump sum in their inventory.
If a player creates a second stack of keys while cycling through to get to a single key, that number of keys in that list could be sectioned as group A, the next key is B, and the remaining stack of keys is C, so group A would grow by 1 key until a single one is isolated. It can then be assumed that the player has stacked the rest of the keys together, so all but one key is group A. And that is how the keys will retain code information. If a new key is added, but the code is already present, that key should be positioned at the end of the list. This key can then be removed at the player's discretion.
Ultimately, this would encourage players not to abuse locks, while they might put one on everything, they could use only one tumbler combo if they so wished.
Keys that were not directly held by players may present a problem. But it can be assumed the player would have at least one of each of their keys on them at a time, and thus not remove duplicates until someone else picked a dropped key up, or it despawns. I assume player to player trading windows will be added, in which case key transfers should be relatively simple.
And as for using Gold, it was mostly the rarity of the material more than any real strength that I was going for. So neither the average joe or the only dude with diamond could bust a lock in an emergency (or for malicious intents).